26 Reviews liked by HungryHoutarou


Learning to Love Umineko When They Cry

After 5 months and 137 hours, I now have fully experienced the story of Umineko: When They Cry. It’s a rollercoaster of feeling I can’t stop thinking on, but coyness from others suggesting why it’s so special turned me off and made me unnecessarily hostile. I want to reverse that view and try to explain what makes Umineko so special without giving away any major elements beyond what can be easily assumed.

At first, I wasn’t sure how much I’d get into it. I liked the plot of Higurashi, but outside of two characters aren’t super passionate for it nowadays. The 150+ hour length seemed like an insane commitment. And I worried about how the wackier anime quirks would clash with long dramatic storytelling. But I do enjoy stories about grand, gradually unfolding world defining mysteries, so with that and the enthusiasm of many friends in mind, I set to reading Umineko throughout the first half of 2024. And am I glad I did because the further in I got the more I couldn’t stop thinking about it.

Umineko presents as a mystery, building and challenging in exciting, intricate ways that'll keep the mind busy with every new Episode finished, but beyond that Umineko is about GETTING people. Comprehending worldviews. Figuring out a line of thinking that inspires every member of its cast to believe what they want to believe. It is a story that asks to engage with storytelling and comprehension. What inspires us, what makes us believe in fiction, what do we see in those who create, what do creators seek to give back to the world, what hurt goes into creation? What weight IS our life experiences?

But themes can mean little without engaging characters to explore and embody these dynamics and Umineko puts remarkable work to answer the call. Not just from the number of characters introduced, but how numerous scattered ideas combine into a defined storytelling whole.

Umineko has one of my favorite ensemble casts I’ve experienced in anything. The more you read, the more it feels like you piece together an extensive headspace for every major character, and Umineko presents these characters’ distinct viewpoints on any circumstance as a means to actively move the plot forward and meaningfully debate the best course of action in increasingly more dire and paranoid situations. Anyone who knows me knows I’m not a big fan of overly reactive casts, where perspective feels irrelevant to plot events. Umineko is the opposite of this. It’s a cast where it feels like ANYONE can alter the narrative trajectory, exciting me in how strong personalities can twist. So many in the cast, particularly of the Ushiromiya Family, have intriguing shades of gray to their personalities, rich inner lives you can map out much of in your head, incredible voice actors or certain specific life philosophies it’s interesting to see pushed by how the plot clashes these characters together.

In this regard, Umineko is able to have its cake and eat it too with including cackling anime girls. New major introductions on top of the huge starting cast come packed with new intriguing life paths to contrast against our built-up view of the story, the protagonist's view of the story and how we've grown to see the search for the truth, in addition to fun new designs.

On the design front, while some certainly raise eyebrows glaring at Gaap whose design is exceptionally distracting in should be serious scenes, others work to purpose in addition to being fashionable. Looking at the four mother characters (Kyrie, Natsuhi, Eva and Rosa), the design of each adheres to a distinct design sensibility that communicates much in who they are and how they want the world to see them. The addition of adult characters with extensive histories allows for greater opportunity than was possible in Higurashi to have designs able to express more personality from each individual character.

Umineko exists as an eight-episode odyssey, so not knowing who in its titanic cast would get spotlight in any particular episode had me continuously excited to read more. Over 100 hours in I was still given enough to be curious for roles of many supporting cast members to pay off and to a certain extent nearly all of them genuinely do at some point or another. There’s a goal for the series and goals for each Episode; most major characters either undergo substantial arcs or interesting tests of character pushing their strong personalities, emphasizing their ability to impact the narrative and the layers of personality they struggle with. It truly feels like The Unknown Journey once one episode ends and you decide to see what could possibly be in store for the next one. I never had any way of knowing for sure and that was tantalizing; perhaps even moreso if going in fully blind.

With that in mind, a spoiler-free dive into what makes Umineko's most important players so special!

The belle of the ball is of course, Beatrice the Golden Witch; given immeasurable sad love by fans, yet over the top maniacal and macabre, boasting wacky expressions that appeared impossible to take seriously. Before reading, I found that contrast of fans' feelings toward her with that attitude and those goofy expressions too heavy. It didn't seem like those two sides of her would be able to mesh properly.

And then I heard her start talking.

THIS was the moment I knew she, and Umineko as a whole, would stick me to at least some extent. Her voice actress, Sayaka Ohara, doesn’t just read the lines like any other character: she EXPRESSES them playing a gleefully assertive witch to where you can almost hear her smiling. The breathiness to her tone, boisterous sense of pride, panickedness if she slips up, and going all out for name calling and laughs are quirks conveyed beyond the words on page. Once it seemed as if she was quickly inhaling through her nose as if taken aback during a line. She manages that incredible combination of being intoxicating whenever she talks to keep wanting to hear her say more things, and getting on your nerves just enough to want to see her get knocked down several pegs in the future: a delicate combination for a villain in a story to embody.

Backing this is a gorgeously drawn character design. The dress gives her a level of dignity while embodying a bird, a flower and a Disney Princess (particularly Cinderella with the style of dress, hair and choker and Belle with the running Flower motif to her). And having such a bold, bountiful design perfectly fits Beatrice's character. She WANTS to be the first thing that pops in your head when thinking about Umineko, and as you keep reading it you get to see that thought expressed and stretched in numerous heart-turning ways.

As Umineko goes on, Ohara’s voice performance becomes more nuanced as you start seeing more “forms” of this character, including one that made me teary, but you still keep wondering “how did she end like this at the start” and Umineko mostly understands the value of that answer. For what reason she takes on her role to drive the conflict, and the answer the protagonist seeks to prove as the heart of her being kept me engaged, and Ohara truly gave it her all to give her so much expression and personality and become one of my favorite VO performances EVER.

Said protagonist, Battler Ushiromiya, also grew on me a lot. He starts out in a VERY questionable place with awful tone-deaf jokes, but Umineko recognizes just how far he should grow as a person and the story moves accordingly to how well he understands the rules of the overarching game. Daisuke Ono’s performance melds cocky youthful energy and gentle compassion seamlessly. Battler is a snarky, headstrong ego with a lot of grins and swagger and showmanship but with truly genuine care for his family, a strong sense of justice and an increasingly growing ability to understand the gravity of situations, nailing the game face when the chips are down. Jokes notwithstanding that mix of attitude and compassion makes it exciting to see what kind of crazy rabbit hat trick he'll try to decipher and also sad to see when he's back into a corner from horrific circumstances around him. Ono's able to sound genuinely depressed when the time calls for it.

As the story’s lead, Umineko has a lot of fun playing with his comprehension of the story in relation with our own; it examines the dichotomy of a pov character through multiple convergences and divergences from the audience in his journey to learn the truth of Umineko's mysteries. He has bite to him, not just mocking his opponents; but when pushed, looking down on them, belittling them and not standing for anyone’s nonsense. As he and Beatrice are very sassy and headstrong, their numerous debates lead into many fun, characterful and occasionally depressing back and forths. It's one of the main elements people who haven't played Umineko are probably aware of it. You could watch the two do something exceptionally mundane and their incredible chemistry and voice actors would make it feel both important and entertaining.

What is exactly is Ushiromiya Battler’s purpose FOR this narrative becomes increasingly dissected the further in you get. By the final episode, his role and comprehension of expression feels wholly different from the start, and we appreciably get to SEE all of it play out onscreen. No dumb timeskip bullshit.

The last character I want to specifically point at is Ange.
Rocking a design blending cool and cute, she is a young girl who struggles to get close to anyone, because of her powers, status, and cripplingly low self-esteem that makes her feel everything is her responsibility. Given the circumstances Ange starts in, it’s understandable she’d be closed off and emotionally guarded but it nonetheless makes it satisfying when you persevere with her and believe she can build morale to smile again. And that doesn’t stop her spitting some killer snark! Ange is Umineko’s fulcrum. To believe in Umineko is to believe in Ange. Ryukishi has many inspiring, heartfelt messages to convey with her malleable psyche in a deeply personal plot, leading to a uniquely compelling coming-of-age drama. Ange’s heart is her guiding key: will you help her find it?

I won’t go any further into specific characters, but I will say: how Umineko depicts parenthood across its wide cast substantially provided for what makes Umineko resonant for me. That was an element I had zero expectations for its handling going on, but I was shocked how thorough issues regarding being a parent and the tumultuous, messy outcomes of marriage in Japanese society at this time are so thoroughly depicted. It can be conflicting and gut-wrenching at times, but it never fails to believe empathy can exist.

Umineko tries its hardest to avoid selling the familial conflicts as strictly black and white. There’s layers of complicated feelings at play regarding how and why faults are created that I believe can very easily inspired continued conversations and let Umi resonant well after concluding. This story shows the worst of ourselves but also, the best of ourselves, and the belief there is always a reason to keep going. Always a thought to our actions. A reason to consider walking in someone else’s shoes for what drives them to extremes. It broadens our perspective on US. The "flip the chessboard" mentality coined by Kyrie doesn't just pertain to logic games. It speaks to our understanding of everyone around us and in the context of Umineko, the unique methods and lengths every character has for achieving their own goals.

But beyond character and themes, another way a story can stick with me (and a huge part as to why I've chattered about Sonic so much, lol) is a distinct, memorable soundtrack. And Umineko also has TUNES! It originally existed as a “sound novel” where music had to do much of the work in light of crude but soulful sprites and simple backgrounds, so Ryukishi brought a suite of composers for just that and later Umineko ports brought even more. The composer list feels as vast as a pre-Smash Bros 4 Smash game, many bringing their own style and zts being told to lock the F in every song. Many of the best songs play during some of the most powerful moments in the plot so I’ll share just one to embody Umi’s musical tone:
https://youtu.be/mcG0nYC89tQ?si=Y0UZOIn6zQ2hpcBL

Umineko has an onslaught of great songs that really make a splash when you first hear them. Goldenslaughterer, far, Toten Blume, the executioner, Monochrome Clock, Birth of a New Witch, Golden Nocturne and many more give scenes distinct, lasting expression beyond the limitations of VN sprites. And even beyond those, the credits themes for every chapter manage to close off each's mood in a particularly special way.

Also on the audio front is voice acting. A star-studded cast of exceptionally talented voice actors were added into later versions of the VN as enough reason for the maligned anime to justify existing. Even as someone who isn't usually enamored with voice acting for languages I don't understand, the performances are exceptional and a huge reason I kept at it. At worst, a performance perfectly embodies a character's archetype and at best it's some of the strongest acting I've heard in anything ever. As I've gone through extensively, Sayaka Ohara’s Beato was the sell for Umineko as a whole for me in how incredibly versatile her performance as Beatrice was, but these Daisuke Ono as Battler, Miki Ito as Eva, Mugihito as Kinzo and Yukari Tamura as Bern I believe were also some of the most consistently great performers to where I always let their lines play out. Yukari Tamura has a TON of great work in Umi's back half as you see the investment of that character evolve.

With everything I adore about Umineko though, I’m not going to pretend there aren’t notable flaws that could easily turn people off from the story/invoke side-eyes. So here’s a brief section discussing some of those:

For one: THE LENGTH. This 130+ hour story is several hundred thousand words longer than the Bible and at times you FEEL it. Episodes 1, 2 and 6 I believe have very slow starts on the first read before action takes off. In hindsight the choices made in these parts do pay off properly by either the end of the Episode or with twists in a future one but in the moment, they can feel like they drag their heels without the entertainment of debates. The only way to reach the end of this story having absorbed it all is to commit your LIFE to Umineko WtC, for at least a little while.

And even beyond length, sometimes it can feel too overindulgent for its own good. The end of Episode 2 comes to mind where I feel like shock value went a bit too far even for a story like this. While its jokes aren’t AS bad as Higurashi’s (hell there's even some good pure dialogue jokes at sporadic points in the run) many more devoted jokes fall flat in the early Episode sections, particularly from Battler in ways that could’ve been written smarter. Thankfully, these kind largely dissipate as the story continues.

Conversations between major characters can be exceptionally dense and revealing of intriguing interpersonal relationship drama throughout, but there are some side characters introduced that exist as tools, bereft of depth and relying on “anime quirky” personality traits easy to find grating. To its credit, Umineko IS better than most stories at suggesting which characters are clearly unimportant to the story’s grand scheme and it has more than enough to get around this, but it does make it less engaging whenever they appear.

Lastly, the middle third of the final episode, Episode 8 can feel very rushed, which may sound crazy from a story so long, but there are certain dialogue sections regarding its lingering mysteries that can and HAVE rubbed people very badly because of what it suggests of its readers. Personally, speaking I can understand what this section was trying to communicate but anyone who felt ripped by this point, I get it.

This is the one Episode where the adaptation manga is an essential, adding substantiality to many points including HUGE turning point question. Ignoring the awful first cover which gave me a horrendous impression of Umi before reading, the manga is sublime. Kei Natsumi understood exactly what dramatic beats to elevate. Action scenes that could feel gratuitous when merely written out have defined framing that's superbly drawn. Natsumi has impressive talent for detail, shading and spreads for how many characters exist at that point. And the chosen compositions had me crying my eyes out multiple times more than Episode 8 did in the visual novel.

Needing supplemental material in a different medium to fill holes is usually not a great thing, which is why I note it in the Flaws section, but when it’s THIS excellently made, it’s hard to be mad. The payoffs from the Ep8 manga are exceptional and it’s easy to find the manga for free if you know where to look.

Ultimately what I listed I consider to be slight blemishes to a distinct, immaculate tapestry.

From Ryukishi07's pen, the world was given many heartfelt sincere messages, absolutely wild plot twists, incredible voice performances, really fun and distinctly spread character dynamics, a soundtrack full of insane EDM trance headbangers alongside somber tracks that still stand out, characters that thanks to the story structure are allowed to feel incredibly multifaceted and/or morally gray with interesting inner lives and/or life philosophies to track while reading, mysteries with layered tricks that stick around in your head long after being raised and new avenues for conversation regarding stories and storytelling by using the Visual Novel point-of-view. In short, the Umineko brainrot is real.


I WILL NEVER FORGET THIS STORY

Very cool little Metroidvania title with a lot of clever game design, neat visuals, tight platforming, and all done by one guy. Quite the triumph.

although in reflection it may seem most of the game is trapped in kinda good territory, JFA’s sincerity still shines through in every case. while the first game was a nostalgic journey set on becoming a lawyer, JFA is more concerned with the struggles that come along with being a lawyer, for better or for worse. in its stride to distinctively continue the Phoenix Wright saga, it falters and reclaims its balance many times but it does so earnestly, and eventually reaches the apex that is Farewell, My Turnabout.

“The end justifies the means, Mr. Wright. The end justifies the means.”

I was thinking, trudging joylessly over wet rocks through glacial streams, my controller making the sounds of a crying baby, that no game has ever made me feel this way before — this sad, of course, but this peculiar mix of weary and curious, of wanting to do something despite the crushing futility of it all. Kojima's bizarrely over-engineered menus and mundane mechanics are so expertly deployed to elicit exactly this paradox, it is no wonder the game is so divisive. The game-ness of the game is turned against you so as to add experiential weight to its surface thematics. And so continuing on this line of thinking no game has done this before (besides Shenmue), made its sadness manifest so physically in the body of the player. I came to realise no film or book or piece of music has either, and so maybe, just maybe this is a big deal. If we are looking to art to make sense of the moment of our own extinction event, then I can think of no better work than Death Stranding to thicken time, to underscore the heavy intensity of the world beyond the human, to remind us that a single rock could be the difference between the end of the world and another tomorrow.

Some thoughts that I had stuck in my head:
Explore the world looking for a solution, a connection. Together. Maybe not physically, not by the same routes, maybe not delivering the same

It is difficult for Death Stranding to reach you playing it alone. Its nature emerges more easily online, and it's a great gesture and a statement of intent that you don't need a subscription to ps plus.

Kojima presents a digital world that is difficult to interpret and unite in words, a fiction that shoots directly into our reality.
Cursed, heartfelt, but also emotional. embrace the connections between things, but question them. a celebration of human duality
More prophetic than MGS2 and with better observation, generalizing and at the same time specifying the difficulties of our day to day, articulating them in the total art of videogames.
From the most abstract to the most literal, collective fears, traumas and very recognizable memories materialized. Visible, audible, and even palpable in an alien America full of dualities, of people who only intuit and show themselves through holograms and numbers.
But we are here. Maybe not next door, but in the same world. And the proof is the ladder that I have used to create an improvised bridge, I have left it here, for you, for me, for everyone. And that rope on the cliff, that capsule, that package on the ground. We are here.

Where the rejection of what forces us to leave this world is manifested in a kind of allergy for those who are more akin to these fears or have experienced them to the limit.
Where people are baptized for their present, for their office and condemned for their past. Where the heroes deliver packages and letters. They come to our futuristic shacks and install an esoteric Internet.
Everything is Sam Porter Bridges, whose name makes it STRONGLY EVIDENT what Death Stranding is about, and at the same time no, you cannot perfectly encompass anything as complex as earthly and afterlife connections, the natural and the mechanical, the Software and the Hardware, the "Ka" and "ha". reality and dreams. Much of Death Stranding's recontextualized iconography seems to suggest that.

It is a work that calls for thinking in an unprecedented way about it, because it offers an unprecedented reinterpretation of the transition and relationship with our environment, especially for gaming standards, obsessed with the mechanical-narrative relationship or the challenge, the suggestion and the satisfaction as a criterion to generate interpretations that are autopsies or descriptions. That in the best case.
At worst you have Far Cry 3.
Every species has the game in different facets and areas as a form of intellectual and emotional connection.
Children play and learn/relate, animals play to understand each other. We play to replace war.

Even before having sex we played.

Homo ludens. And Kojima welcomes a lot of this.

We need to be playful without losing focus.
There is no need for subtlety, just answer honestly to human questions. Use the forms of play as a response to the bitter obstacles of reality.
The example is the "Social Strand System", a mechanical reinterpretation of social networks where the game of deliveries and recovery of packages, manufactures and constructions has an impact on likes and statistics, but also on turning the environment into something more livable and peaceful, at the same time, shows that a more altruistic and ethical form of social interaction is possible.
It sounds naive to say that the reconstruction of the collective environment in an online video game is a lesson in altruism and community, even more so when there are likes involved, but the exercise of life begins somewhere, and now that we are waking up from this techno delirium -competitive utopian in which social networks had us flooded, now that we know how important they are to connect with each other more than to raise our ego, this "Social Strand System" shines more than in 2019.
Through the textures of slow gaming, an experiment of self-knowledge and updating is proposed, there is the unprecedented, in how the game confronts us with situations without necessarily connecting their thoughts or ideas and still achieving a certain cohesion. As in life, no one knows "what it is about" and yet we walk through it with what we own and what others leave for us.
And for a game that wants to embrace these themes without giving up the nature of its medium, its foundation, it's something really admirable.
-------------------
Not a single day goes by that I don't think about Death Stranding. Perhaps because of what has been happening in the world since 2020.
On arrival at Port Knot City.
How the corpses of people who have left explode, leaving an emotional and physical void in the form of a crater. Cities with people locked up, invisible. In the networks. In their inverted rainbows. How work becomes playing with its dozens of tools to transport, how enemies are my reflection, silence, likes, photos, stories... In life, how life can be everywhere.
And I can't even put into words practically anything that this game is for me. I plan to return to it in 2023 now that a sequel has been announced that begs the question: Should we have Connected?




cannot say i am particularly enamored with the idea that we should frame this discussion in any way that pretends it is not ultimately a willful net loss for games preservation. the idea that in order to aggressively push hardware a development team was enlisted to resurrect a long forsaken ip, in the process fundamentally misunderstanding the majority of its artistic sensibilities (sometimes aggressively so) to showcase a console’s power rubs me the wrong way for several reasons. and there’s potent irony here because we must also remember that in essence sony is banking on from softwares death cult to launch a console cycle for the second time in a row now. recall the invective words of shuhei yoshida, 2009: 'This is crap. This is an unbelievably bad game.' surely what is now a valuable ace in the sleeve for sonys financial strategy in the 9th generation of consoles onwards deserves more respect than this?

as an immediate contrast in the field of remakes, i’ll put forward that at the very least, ff7 is one of the most ubiquitous games of all time - to such a degree that altering its content and expanding on its themes in a rebuild-esque scenario is not only sensible, but appreciated. the same case is difficult to make for demon’s in my opinion.

perhaps bluepoints alterations, seldom rooted in any reverence for aesthetics but instead prioritizing largely perfunctory gameplay, are to your tastes. but they are not to mine. the original demon’s souls is an intensely difficult work to assess, litigate, and reconcile with, to be sure, but whatever your stance on it, it’s difficult to deny how exquisitely it worked with its limitations to fashion something that was entirely inspired and bold, yet quintessentially from software. none of that same evocative ethos is reflected here, and for these reasons i find bluepoint’s iteration extremely difficult to respect - doubly so because im in a position now of having twice been told to give bluepoint a chance on a remake, both times to personally and deeply unsatisfactory results. i only wish more folks had a convenient way of experiencing the original so they were free to pass their own judgments

This review contains spoilers

As multiple threads continue to be woven, this patch feels like a direct response to my main complaint for the last patch, which was tonal whiplash; a problem which also resulted in a boring first half. This patch is consistently interesting, and granted, I have enjoyed the previous patches, but this is the first one to truly get me excited for Heavensward; more specifically, the narrative highs that said first expansion can possibly provide.

To break away from the prior patches' tradition, we finally get a MSQ dungeon in the form of Snowcloak, and while I don't usually like snow-themed "levels" much, this one was good, especially its boss. But the real highlight was the Shiva trial. The music bro... THE MUSIC!

Anyway, my boiling hatred for Teledji continues, and Ul'dah is honestly so corrupt at this point, that I'm lowkey wishing for a Sodom and Gomorrah style cataclysm on this joint if things don't get better. Raubahn and the Sultana deserve better and I just want to give them the biggest hug; I weep for my two precious friends. I'm eager to see the rammifications of The Sultana's decision to step down as monarch, both in relation to what that means for Ul'dah's government moving forward, and also the general populace's reaction.

This review contains spoilers

I have to agree with a few reviewers on here about this one. Patch 2.3 seems incredibly unfocused, to the point that I felt like I was playing through pieces of three different patches in one. The first half was especially uneventful and pretty boring. But once I got to the Ramuh fight (my favorite trial so far), things really picked up.

And can we talk about the Sultana's sudden breakdown? I don't think I've ever been as quick to shed tears as I did with this scene. And when she hugged Raubahn... ohh my heart! I literally want to see Teledji dead now. If not for treason, but just for making the cute Lalafell cry!

This patch would be the best so far if it was more consistent. As it stands though, the second half is at the very least interesting and offers the best chunk of story in these post-ARR patches so far (except for the lame recruiting mission).

“I am Joshua’s Shield. I’m sworn to protect him… He takes too many risks. I only wish I could save him from himself.”

“Clive, you... Well, if you’re not going to pray to Metia for your safe return, I shall just have to do it for you.”

These lines are spoken in the very first hour, and detail three crucial details. His duty as Joshua’s Shield. How much he cares for his brother, and how Jill prays for his safe return. It’s simple, to the dot, and captures the player’s attention immediately. Statements are said with conviction, will, and resolve. Told during the halcyon days of their youth. Ahhh. But terrible storms gather nearby. For Clive, Jill, and Joshua their fates will change forevermore…

Final Fantasy(FF) is no stranger to taking risks. And each iteration boldly goes where the previous ones have not walked. And FFXVI is no different. We follow Clive Rosfield’s journey as a young lad into something more. For better or worse, he and others are embroiled in a political drama within Valisthea. A large continent with six nations all with their factions, agendas, and notorious individuals with nefarious goals. And Rosfield is the poor sod who has to survive, kill and go past his limits. Make no mistake, out of all the FF games I’ve ever had the pleasure of playing. Sixteen consumed my waking thoughts, and remained a constant as I went through the daily motions and as the days passed into weeks. I am astonished by how much there is to do, uncover and learn. I have gone the distance to see as much as I possibly can within two playthroughs. And here I am staring at my google docs page after an exhaustive duel, spending countless hours figuring out if it deserves to reach my top 5 FFs. And it does. I don’t say that statement lightly, since I love the series since starting with thirteen and have enjoyed over twenty-two entries. So you could say I am very familiar. Now then it is time to review the latest entry to one of Square Enix’s(SE) long-running IPs.

Combat is addicting. I couldn’t get enough of it. Experimenting with new skills and outfitting my kit. Or rushing to face numerous bosses that are both fair and hit the right spots. Tweaking the difficulty at your leisure from story or action focused. The former grants free rings at the start to aid you. The latter, you don’t acquire automatically. But you can freely switch difficulties at any time, so you won’t miss out. Equip accessible rings to make combat easier for ya. Auto dodge, auto combo, auto potion, and more are available. A nice way to make fights easier or harder depending on your preference. With the help of Kingdom Hearts developers and PlatinumGames. And signing up Ryota Suzuki. A Capcom veteran and one who has worked on the Devil May Cry franchise. A triple alliance emerges between these forces and at the helm is Creative Business Unit III(CBU3) joining to make an impressive quad squad. The titular and amazing Naoki Yoshida(Nicknamed Yoshi-P) is the producer. A man who has worked tirelessly to reform the original FFXIV launch into one of the most successful MMORPGs today. So you could say these guys are in very safe hands. Unafraid of taking risks, each FF entry strives to make combat innovative, but also familiar to entertain both veterans and sprouts(newbies). Traditional turn-based gameplay has radically shifted since its foundation, shifting into real-time action. And as someone who favors the turn-based approach, I don’t mind the change to real-time. I appreciate it. There is a fluid momentum persisting as you dodge, parry, and execute Eikon's abilities. Goblins? Move over Goblin Slayer, Dude will incinerate them to kingdom come. Phoenix shifting, with relentless fury as if the wind has blessed him with deadly claws. I didn’t find clunky movements wherever I treaded, making battles go smoothly. Transitions into these skirmishes are near instant. So don’t be afraid of a lengthy wait. Quick and nimble is the key here. And I had no problem acquiring different abilities to experiment and juggle my enemies. Didn’t find an issue with the experience. The gain was fair. Both in leveling up and upgrading my skills. I was satisfied to a degree of wanting more and the developers gave me that and extra.

The soundtrack is subtle, but full of magic. Composed by Masayoshi Soken Who has worked just as tirelessly as Yoshi-P in composing FFXIV melodies. Sixteen’s composition is distinct from the compositions of Nobuo Uematsu(FF1->10), Masashi Hamauzu(FF13 trilogy), Yoko Shimomura(FF15), and other composers. More in line with Hitoshi Sakimoto's works. Of FF Tactics and Vagrant Story fame. Subtle, in a good way. I think most if not all tracks work in favor of providing a layer I don’t find as bombastic, full of vocals, or orchestral. Going more tranquil, peaceful, and in some cases filled with tension creates a tightrope to induce fear and bravery. There is meaning and weight to these songs. Triumphant lyrics are largely missing in favor of the solemn and at times contemplative ambient sounds gracing our ears. Pleasant, soothing, and incredibly transformative. Didn’t hear the same old repetitive track again and again. Always something unfamiliar to hear, and listen to when I travel new places around the block. I could say more, but for the life of me, I cannot describe it justice enough. Just know when the epic tunes hit they hit bloody hard. There is a payoff in going subtle here. And if Uematsu could hear this, I think he would clap in joy for Soken’s work.

Gratifying gameplay loop that is cyclical, interconnected and works in tandem with the other systems in place. Get too tired with combat? That's fine. Take a breather with some side quests(SQ) that are almost perfect. Hitting the near-zenith of Witcher 3 SQ quality combined with consistently powerful worldbuilding I haven’t seen since I last played through The Legend of Heroes IP. Specifically, the Sky trilogy, Crossbell duology, and Cold Steel tetralogy. There is so much depth, I am left in wonder and awe to study more about the history of Valisthea and its denizens. More often than not you will encounter chunks of lore. To varying degrees. Religion and societal customs included. Unexpected discoveries in interpersonal relationships with folks I didn’t expect. Helping people in need at the main hub to assist strangers out in the wild. And these are not pointless to do, since the rewards can range from increasing your potions limit to rewarding items, weapons, equipment, materials, and key items. Worth it, both in the physical and knowledge aspects. Easily, the strongest SQs are the ones related to the main character(MC), his party members, and by extension those who are allied with him. Granting a decent to lengthy quest chains to learn more. Bond further and even partner up! Worthwhile to do and I encourage everyone to complete as many as they possibly can. Some of these connect with quests benefiting players and heck if you’re bored you can even undertake a hunt mission. Which are like bounties to defeat unique monsters out in the wild. Fun to do and a worthwhile conflict awaits. A solid way, building up renown to earn supplementary rewards. It's gotten to the point I couldn’t wait to finish the main story quests(MSQ) so I can complete new SQs/hunts popping up on my radar.

And Clive. Bless his soul. Doesn’t mind at all aiding those in need. Especially to offer a guiding hand to Bearers. People who are essentially slaves and can use magic. Commonfolk can’t use magic innately. Used by slave masters, nobility as a means of cheap labor. Bearers are human tools. Do you want your garden trimmed? Let the boy use wind magic to trim the bushes into a presentable state. No need to work yourself and use bladed shears. Need clothes to dry quickly rather than letting the sun do the work? Let the Bearer use wind magic again to blow air on your wet clothes becoming a human dryer. Oh, need consistent fire for your blacksmithing duties? Grab one of those filthy Bearers and order them to use their magic to cast fira. Heating the stones instead of using natural fire. I kid you not these instances I saw plenty throughout and equally jaw-dropping tales inside. In some cases, my emotional state stewed in conniptions. I was immensely saddened to see a mirror image of our world’s history of slavery. And the developers(devs) have managed to capture these horrific moments in ways I was reeling. I won’t go into the exact details, but my heart bled for each one. And I quickly without hesitation became the shield for these unfortunate souls who were suffering without end.

Worldbuilding is quality across the board. I usually have problems with worldbuilding in other Japanese Role-Playing Games(JRPGs). Some go too far. Gorging the player on unnecessary details. Others have too little and need more of the former. It’s been a long time since I was so engrossed in the lore and history. Sixteen manages to do it in such a way I am left hungry for more. Complementing this is a handy codex in the form of Active Time Lore(ATL for short). Where you can see relevant information during any part of the story. Yes, this includes cutscenes. Incredibly well-thought-out and as a lore nut. The feature is very satisfying to use when I need a refresher on what this legend is supposed to be. Why do we keep calling places ‘Storm’ and ‘Twins?’ What are Bearers? The plot, quests, and your companions will continually talk about these elements in rich detail. I could gush more but I think you see the picture. Wish other JRPGs and Non-RPGs learn from this.

An evolving world is persistent here. Each time a major or minor event has been resolved whether by SQ’s or MSQ. The state of NPC's is adjusted to reflect that. And the very essence of Valisthea wherever you travel to also shares the same evolution. Oh, a major event took place at [redacted]? Time to head back to and check for differences in the citizenry. This is just one example of how places may vary over time. Very reminiscent of my time with the Trails franchise. I eagerly looked forward to returning to the main hub and conversing with my comrades on the latest gossip, new information about the state of the realm, or the odd tip here and there you may not see coming. I cherished these NPCs and I would go so far as to call some, my dear friends. They all play a big role in shaping not just MC’s story, but their tales and stories are interwoven with his. Leaving me with an everlasting impression. The gentle giant Goetz, Sharp eyes Gav, the gentle but stern Tarja, the wise Harpocrates, and of course we can't forget the wise, venerable and slick leader. These individuals have their struggles, and quests from which we witness. Cooperate and in doing, so we are treated to a fantastic cast willing to shoulder our burdens. To care for our wounds. To sustain us with supplies and support us through thick and thin. Against all odds. We stand together.

There are however mixed feelings I have with this entry. Won’t say names. Since this is a non-spoiler review and certainly not a positive or a negative. But for the sake of transparency, I'm noting down here. One character in particular needed more fleshing out, some villains and to a lesser degree other persons. I felt I didn't grasp their entire being more than others. Which is funny because I adore my party. Sadly, I’ve already devoured the game as much as I possibly could in search of critical and related information I may have missed the first time around with no success. And I doubt a third go around would change my thoughts. Anyway, I think further context on the background and subsequent encounter with the MC needed more ‘meat’ so to speak for lack of better words to create a dynamic that would immerse me further. Extra side quests regarding ‘x’ nation concerning their status, additional scenes, and heavier amounts of banter, especially during battles to alleviate some silence. There is some banter, though I think the devs could’ve added a healthy amount to spare. Tease me with interconnected lore concerning their powers I wouldn’t expect. Past entries in the series had parties where I can comfortably say I know their personality, likes, dislikes, habits, quirks, relationships with others, etc. And while this one individual didn’t have to that extent. I enjoyed their presence, actions, and the precious moments they had in the story. Granted, including my suggestions would inflate the base content more in hours, but I think it's a small price to pay to receive more fleshed-out people. I’m not asking for five hours extra. Although I wouldn’t mind it. Just an hour or two. Be that as it may, it doesn't diminish the game all that much.

Wish we could control other party members and while this doesn’t make a lot of sense due to spoilers in the story. Conceptually I think it could’ve worked to give further spice to the combat capabilities. Adding a greater emphasis to my earlier point of fleshing out the characters. Since some member’s ability kit is not as varied as the MC’s which would perhaps make the players feel more lacking in the combat. However, internally I’m torn with the idea since I think this would’ve created somewhat a lesser emphasis on his story. And at its core, there is an extremely high plateau of which we the audience bear witness to his struggles, failures, and triumphs through his eyes. If we take out our(his) eyesight and perspective, then these incredible experiences we see perhaps may not have had a greater impact. Balance is key here and while I could sprout more suggestions I could see why the developer chose not to do so. It’s a troublesome matter. I've long since debated whether more or less should be added for games.

Style over substance is here. Should be noted, I don’t perceive this notion in a negative light. I can see the merits, demerits with shades in the middle. For Style It is simply amazing to behold the Eikon fights. But it becomes rinse and repeat as we continue to reuse a repetitive formula. Spamming our attacks amid downtimes of our cooldown abilities, interspersed with quick time events(QTE) to add a flourish making battles memorable. Sure there are moments when this evolves to keep the combat fresh amidst these epic David Vs. Goliath clashes. Tynan Sylvester goes deep into the subject of this in his article on "Style and Substance in Game Design" Here he posits:

“The designs all become too similar to each other because they're all simulations of the same things. The style is decided upon and a simulation is built before the substance gets tweaked. This means that the fundamentals of the games are all the same; they are just variations on one another.”

We see this clearly with the Eikon fights and perhaps in some respects with the combat system in the non-Eikon battles. Nevertheless, it is fitting in a narrative sense due to how the plot and sequences are constructed. I think I would’ve preferred a more tactical aspect here. Instead of having mandatory engagements like these. Include more natural surprises to the player. Raising their eyebrows. Make us fight using different aspects of an Eikon. Outwitting my opponents using subterfuge, and backstabbing, Let us use the environment to our advantage, add in human enemies to avoid clashes, and instill a sense of unpredictability by introducing our loveable party members into the equation. Give us choices or perhaps go bolder where it's not even a fight, but merely a duel of words. I could say more, but I’ll withhold myself. I can’t help but begrudgingly praise how well these Eikonic clashes were done in a cinematic sense, but also what they accomplish in the story. The substance is here too. Good lord, there are simply too many to my utter joy and I’ve already said earlier regarding the worldbuilding, sidequests, and how that wonderfully ties together into not just Clive’s struggles, but the cast alongside him. Man has conflict everywhere.

FF16 RPG elements are barely within and while I think the commentary article does have some truth. I believe for the narrative this was sacrificed necessarily to focus entirely on his journey. I am not defending Sixteen by saying this, merely trying to infer based on what I've seen. There is a clear vision from which the devs have led from beginning, middle, and end for the player to see. And I for one applaud the move to risk in their grand vision, by sacrificing some RPG elements. As a result, I am given less time managing and micromanaging my units stats and equipment, in favor of returning to action. Is this a conscious effort by the team to do so? Perhaps. Should Final Fantasy have the bare minimum of RPG elements like tweaking stats, combat, and more to make it as JRPG as other entries in the past have done? I don’t know. I for one am no developer nor am I an expert in determining the correct answer to such a question. I don’t think there is even a perfect one out there from which we can all unanimously agree. maybe Chrono Trigger? Without a pedantic fella hollering “Well actually…” Comparisons will be made of course. And in tradition, we see these constant debates online. In my opinion, as long as the elements are satisfying to the player, then I think that system serves its purpose. I don’t play FF solely for the role-playing experience. Although I don’t mind if it's in-depth like say Bravely Default or other Square Enix IPs For me, I play FF to become engrossed in the story, characters, music, themes, settings, gameplay etc. And to this end, CBU3 delivers in chests full of Mythril.

The dungeons(these are places from which we fight.) Could be improved level-wise. To allow more freedom to explore. Why can’t I search for a castle more thoroughly? Why am I stuck in yet another forced battle to clear out a room of enemies and goodness by the almighty grace of Greagor please not another forced skirmish? As a consequence, a formulaic method rises as we go through the corridor and room to fight familiar enemies before we can progress. I don’t think this is a bad design. I simply believe other avenues were available. Don’t make some fights mandatory. Allow us to free-roam, and inject some npc’s to raise an eyebrow. Drop some lore papers around ruins so I have something else to do beyond fighting enemy mobs who think they have a chance of opposing me. Be bolder and go the distance by granting loads of enemies to clash with, akin to Dynasty Warriors. Scores of deadly mobs push me to the limit. To play devil's advocate, I can see why the devs didn’t do so, since sixteen is already ambitious. And the pace of how the story beats are granted is logical to me. Overall I think aesthetically they’re great, and the mini-boss/regular boss fights are a thrill to test my mettle. The dev’s don’t miss on constructing these encounters. Using their mmo skills to bring in their expertise to a single player game is a 200 IQ move.

Final Fantasy Mode seems to be the intended difficulty. Unlocked after beating the story. Featuring better tweaks by removing button prompts during QTE's and relying on visual cues to press. Adding exclusive content(in the form of upgraded weapons and accessories), increasing enemy strength, and more enemies in areas you wouldn't expect in a 1st playthrough. I feel this mode ought to be available from the start. Granting a balanced challenge to players looking for a bitter bout. But I think I understand why the developers didn’t unlock it in the beginning. Some areas felt like padding by adding a miniboss in areas when the base game didn’t have one. Which is an interesting choice. Alternatives I was thinking to alleviate this were adding 10-25% more enemy variety and injecting these instead of more mandatory fights. Nevertheless, I am a bit eh on the FF mode. Although, It is a delightful affair for those who seek it.

That’s it for my mixed feelings. Despite the unholy amount I spouted, I don’t believe they bring the entire product down a great deal. Think of these ultimately as food for thought. The rest are minor nitpicks not worth mentioning. Two last notes before I head out and I am so sorry for writing more than I thought possible. But in the writing here. I savor every word. Very mature and filled with layers deep with rich dialogue. Considering it was spearheaded from creative director/lead writer by Kazutoyo Maehiro Who was mentored by Yasumi Matsuno(He directed FFT, Vagrant Story, FFXII among others). Therefore, the writing is beautifully well crafted. Not to the extent of flowery as the Shakespearan translation of FF Tactics: War of the Lions. But a cross between Vagrant Story & FFXIV dialogue in a modern take. Resulting in naturally organic voiced scenes. I frequently traveled back to cities, towns, and my main hub and listened to unique dialog every time. No need to hit a button to converse. Simply walk by and you can hear their chatter. The MSQ cutscenes between every important individual on-screen are handled with care and delicateness. Villains too. This attention to detail is given the same treatment as we go through the SQs and man it is so worth it. Clear amounts of nuance here where you will see neither side winning or losing. But full of shades of gray in the dialogue, and how some quests are resolved in unexpected, yet realistic outcomes.

Clive’s story from start to finish is such a breathtaking journey every FF fan needs to experience. Wonderful development, in my honest opinion. I was deeply moved by how raw Ben Starr voices the MC and how these give so much intensity to candid and countless natural conversations. Hell, even the voice actors aside from Ben deserve praise. A solid crew who tests, questions, and guides. Their counterparts, the villains, provide a powerful incentive to beat. Make no mistake. His story is not for the faint of heart. But, as much as there is darkness here, so too is light and it is without a doubt impeccably strong to behold. Cuteness and priceless moments are here to counter the stormy Valisthea political climate.

Final Fantasy has always been near and dear to my heart. I have witnessed innumerable stories that resonated so powerfully. Likable to loveable casts I reminiscence from time to time. Soundtracks never failing to capture the spirit of fantasy. Gameplay that can be a hit, miss or somewhere in between. And while some entries stagger and sputter without gas. Each one has a special place in my heart. From the foundation in one to three. Ascending to greater heights than before from four to six and taking a more bold and experimental graphical change from seven to nine. Transitioning into an advanced engine from ten to thirteen. And while I haven’t played FFXII yet. By the Founder, trust me, I’ll get there. FFXIV & FFXV still kept my faith. And now for FFXVI to grace our presence I am left in awe at the immense weight of it all. The sheer depth at stake here, when analyzed under a fine magnifying glass is a bloody tour de force. I applaud Square Enix’s Creative Business Unit III. Rarely do I become so absorbed in such a captivating narrative of Clive’s story. Seeing his growth from his younger days as he ages is such a vital aspect to soak in. For those who still doubts the series, this is a title that is simply a must-play and CANNOT be missed. For any newcomer to JRPGs, I envy you greatly if you start with one of the finest Final Fantasy games I’ve had the pleasure of playing.

Bravo Yoshi-P, Hiroshi Takai, Michael-Christopher Koji Fox, Masayoshi Soken, Kazutoyo Maehiro, Mitsutoshi Gondai, Ryota Suzuki, Yusuke Hashimoto, Hiroshi Minagawa, Kazuya Takahashi, and so many more who helped develop this raw title. And most of all thank you to anyone who read this long review. You guys are the best.

9/10

Note: If any links are not working please let me know and I'll update them accordingly. Worried about some FFXVI OST YT videos getting removed.

This review contains spoilers

First, a preface. It's nice that all the patches recently got added to the database. I'll call that great timing on my part. I figured I'd log these as I go, mainly to keep track of my progress through this massive game, but also to share some brief thoughts on the main story, which is what I'll be basing my scores on.

Moving on; after the ending of ARR's base game absolutely convinced me to see this story to its conclusion, how does the first post-game patch hook you in? Well, it really doesn't. A Realm Awoken is a transition of sorts. With the Scions of the Seventh Dawn moving their base of operations from the Wakings Sands to the Rising Stones, it really does feel symbolic of the group's progression, but also, of the player. Nothing particularly exciting happens here, but I'm not one to typically hate on some set-up for better things to come, especially after I already pushed through ARR.

Minfilia's reunion with her adoptive mother was cute, and also, this is the first time in the main story where you get a chance to experience an 8-player trial (nowadays at least); this one particularly, in the form of a giant moogle. That was kinda fun.

I killed a giant moggle that was pretty cool

6/10

When I first mentioned I was going to go back through the entirety of FFXIV, now that it was functionally complete with the release of Endwalker, I was given looks of concern. This will be the fourth time I’ve played what amounts as A Realm Reborn, and just that inkling alone is really fair enough for people to give me worry. It’s really only off the honeymoon sentiments that I can just stare at the screen going “Yes I will gladly scrutinize myself to play the bullshit parts again for the sake of being comprehensive.”


That is to say, A Realm Reborn is not good. Awful for most of it even. This return trip, where I plan to overturn every rock to give the whole of Final Fantasy XIV its fair shake with the combined 1000+ hours of experience I have with it now, requires going through this patchwork prologue. To an extent this is relaxing to me now, I’m so attuned to FFXIV’s world that I can just pop a reshade on and get lost in doing countless fetch this and do this quests and feel a sense of affirmation. I also get to experiment trying to find a more affirmative body in the world by messing with my character design. This might sound like a superfluous intro, but really the best thing ARR can offer as it is is a world to get lost in.

The real prologue certainly tries to bring you in, although haphazardly. I have a strong preference to Gridania start over the other two as it’s the only consistent highlight of 2.0’s main quest. It really gets the rags to full adventurer right as you help out with menial but nice lovely worldbuilding quests, even if tree-hugging The Shire clone is the most it amounts to. It feels good though, and it helps that the area is decently pretty. I can no longer stand Limsa’s pirate speak prose which poisons that affair, and Ul’Dah’s intro can simply fuck off for all the good Scheming Monetarists amounts to.

The rest of the main quest pretty much follows suit. I’d scorch earth it, as for all the good it does at creating political spheres and cultures to understand and vibe with, it never really amounts to much bar a few scenes that the patch story content would add. Especially where I stand now, where fundamentally so much of the region’s story becomes inconsequential and at best only leads to a couple pathos moments. I actually had more fun sidequesting, even if that never quite becomes good it at least affirms neat political stuff like Ul’dah’s failure to become anything other than poor business startups across the desert. There’s a quaint scholarly feel to seeing how the corruption of capitalism does not really lead to any wealth, while a dead monster’s remains has wealth of its own. A sidequest story describes how a monster near Camp Drybone saved countless fauna and flowers across its back during the calamity that led to a beautiful conservation monument in its wake. It fits so snugly into the region, this contradiction to how the most wealthy inspirational parts have to do with acts of good in people and ‘monsters’ both rather than any business venture will do. The general puzzle pieces of FFXIV’s world remain this solid, but what I’ve described alone is a needle in the haystack.

It’s most telling that the biggest sigh of relief was when I finally got through the awful Praetorium once again, collected a bunch of optional quests, and felt free. FFXIV’s 2.0 is quite literally stifling, forcing you through all of its areas in painful uninteresting nonstop introductions. Even its strongest moments are retconned or swept away. You do everything in your power to try to prevent region threatening gods from being born, and only succeed at stopping one and said one is so temporary that a few patches later it gets summoned anyway.

I want to talk about probably the most contradictory portion, a part of the main questline I used to say was the best part. The Coerthas story follows ‘the lowest point for the main characters’ and has you getting partially involved in civil warfare between religious zealots and devout heretics. On the surface it’s just far more interesting than what’s come before, because there is such an intrigue in how easily corrupt the theocratic institutions are and what the heretics’ truth could be. However, it’s the most painful area by design. You get one aetheryte to teleport to, and plenty of the quest have you going back and forth across the desert snow area that feels less like Cold Hell and more like overbearing busywork. You have to climb all the way to the top of towers five plus times not even including sidequests just to talk to two people. Alongside the most inefficient use of time and the region, the sidequests themselves work against the narrative being foiled. The heretics you talk to are literally insane, sacrificing to a ‘blood god’ (What?) and painting them as such an unjust evil that I was aghast at the thought that Heavensward really completely overturns this. A Realm Reborn isn’t just patchwork, it's quite literally writing themselves into a hole that they had to gracefully jump straight out of and act like the hole didn’t exist or was not as deep as it looked.

I’ve done a lot of kicking in ARR’s face which frankly it doesn’t completely deserve. Past its failures I ended up somehow enjoying my time, although it’s clear that a lot of that is from retrospection. Not to bring up its disgusting dev crunch, I’d rather push towards what it Does get right. The job quests, for the most part, are all enjoyable times. Bar the Archer’s sickening vibe that amounts to “earn the racist’s respect and force a family that hates each other to continue being with each other”, the vast majority have very earnest and funny stories. I love the Thaumaturge’s cute family, and their themes of facing cowardice and becoming their own mages. I adored the Pugilist story which is just a lighthearted boxer story. I especially gushed over the conjurer story which thankfully side-steps Gridania’s endemic issues in favor of giving a great narrative about listening. You watch a girl come to terms with her buried family and her own mortality as she is forced to understand what it means to have perspective, listening to the world to find beauty in it, while coming to terms with the loss that prevented it.

The patch story is also still a setup and takes a strong amount of the time. I found myself more bored on this playthrough, but I remember how happy I was when ARR was finally taking its characters with, well, character. It weaved threads, set up downfalls and arcs while beginning to critique the structure and ground it. There was finally an intelligence to how characters act and react, instead of say, pre-praetorium’s entire Mor Dhona arc where you simply walk into high-tech Fascist Mordor and everything just works. I’d still say it only really gets good from Hearts of Ice-onward, where things finally start coming together instead of going in such a roundabout fashion. But moments like facing the keeper of the lake hit me as much as the final glass that clinks on the floor with The Fall. Just excellent stuff that really lets the kickoff to Heavensward settle in.

Not to mention, it actually starts being rather fun to play around that time too. I still find it difficult to criticize the early leveling that much, but it’s certainly not fun to ever replay any of those sections. Working with an incomplete rotation where you pretty much hit one to three buttons at best for 10-20 hours is just not interesting, even if the idea is to engrain all of the moves in your head. I’m all for the tutorial making sure that even the people who skip Hall of the Novice have leeway to not ruin the whole party, especially since a lot are playing to care about the story alone. But that doesn’t change that the vast majority of the dungeons need considerable reworking, just so I don’t feel like I’m slowly going insane. They are by design this way since ARR was an experimental phase, but again, we can do better now. FFXIV is certainly not above redoing sections, and I mean, Yoshi-P announced he was going to fix the Cape Westwind trial of all things.

Still, it does get significantly better in the patch content, and ARR’s gameplay still brought me a few of my favorite moments! Coil of Bahamut is laughably poor for most of it, but Turn 9 is such a beautiful dance of mechanics that simply hasn’t been replicated yet. Titan Extreme too, which was my first hardcore content in general, is such an adrenaline rush and showcases exactly what makes FFXIV combat special. Not only having to fulfill your role to react to a profuse amount of mechanics at once, not only weaving your abilities appropriately, but being able to match how your team moves and filling in for their mistakes. 90% of the time, your party is not going to move efficiently and cover everything. But even as a single person, you have the ability to make up for that in most hard instances.

Even on Normal they’re all fun presentation wise, and while gear buffs and changed mechanics have rendered much of these instances at launch painlessly easy, I still enjoy them a great deal. Whenever I get Shiva or even King Moggle Mog I just smile, partly because the music for both is a perfect fit, but also just getting to be a bit attentive and optimize my attacks. Even in the most tedious moments of questing, the general gameplay is strong enough to make me grin when an instance unlocks as a result.

The patch content also does such a workload to fill in for much of ARR’s travesties. Besides the raid and extreme trials it also adds Hildibrand, simply one of the best comedic questlines that calls back to Garry’s mod era in a wonderful way. It's consistently good and lighthearted, where having it on the side while I continued the main quest was a lovely feeling. Also I love the Gold Saucer, and while I suck at mahjong, fucking around with triple triad this time around was weirdly satisfying. Can’t say I spent much time chocobo racing or doing much of the parkour though, that’s not really my thing but I did give it a shot and I moderately understand the appeal. The fashion show deserves so much praise just for simply forcing me to try glamour because I keep pushing that off to “endgame.” The RTS mode isn’t anything I’d put much time into but I love that it’s a thing simply for giving you an excuse to collect minions. The optional dungeons as well as the quests around them are quite neat and cute too, of various quality but still particularly memorable.

Certainly, not everything it adds is a hit. The moogle delivery quests are such a tedious apology, putting character backstories into nameless NPCs that barely had any before. That entire storyline should just be skipped completely. The beast tribe quests all culminate in the same too-serious points with only the Ixal crafting one being something I even moderately enjoyed. The PVP… exists. I don’t simply mean the deathball spiral carteneau stuff which just sucks on the face of it, but the 4v4 stuff too at best gives good looking gear. At worst it feeds into a nasty side of the community that didn’t really need to exist and is just a boring timewaster. Not to say that every player vs player multiplayer needs to have the depth of Destiny 2 crucible or WoW’s utility maximizing tactics, but I’d rather this just be excised at all if it’s not going to amount to much. Even as it is now with expansions later, it’s at best an experience grind.

There’s probably more I could cover that escapes me even after all the notes I wrote down, but I think I’ve added enough to this monstrosity anyway. This will serve as a first part that I hope to tie together as a big review on FFXIV as a whole. I know this in of itself isn’t really ascribing much meaning or giving a thoughtful look at the game. As much as I want to have particularly powerful things to say I’ve decided to myself that this is my current project for who knows how long, and for some bizarre reason beyond mortal understanding I enjoy it. I hope this perspective has at least been interesting to read through.

Oh if you wanted a conclusion, basically ARR sucks lol. No, it's still so hard for me to recommend getting into FFXIV this way. If you seriously want my recommendation and just find A Realm Reborn sooooo unbearing, just buy a Heavensward skip and then go to the waking sands to unlock New Game+. All you really need is the patch content main quest for context, I cannot stress enough how completely trivial and inconsequential the 2.0 story is.

As for job stuff in terms of how they play, I’m saving that for Endwalker. I really can’t find talking about all of the job’s leveling process interesting.

im sure this game is good but they really named that mf clive. taxpayer ass name

Currently undergoing a rewrite. For now, enjoyable, great game feel, some exciting story, but comically lopsided.

The fact that Nintendo is carrying characters and franchises nostalgic to four generations of gamers, in addition to appealing to a current generation of children pushes them, like most longrunning broad appeal companies, to try and thread the needle between such wide ranges of different people, age demographics, and different investment in mastering video games. While there’s certainly a host of Nintendo titles that lack that appeal amongst older gamers or are too difficult to get a lasting experience out of for those more inexperienced with games, that balance between easy to comprehend design and absolutely fanatical skill curving has led to games like Super Mario 64, Super Smash Bros Melee and sure enough, Breath of the Wild to be both nostalgic and accessible for kids of their era, while having all kinds of insane potential to crack with their game systems.

The Legend of Zelda Tears of the Kingdom feels like this philosophy at its absolute apex. In equal turn I can see people make their way through with the bare necessities for strength boosts and paragliding, while you can look online and see the insane mechanical contraptions possible for optimizing combat and traversal to an incredibly efficient degree.

Once again, the ability to trade for Hearts or Stamina throughout the game can allow for a certain level of difficulty modulation, but also tying attack options to weapons, rather than grinding out Link’s character stats, puts more pressure on your ability in the action and less on accidentally outfitting yourself the wrong way. It provides enough extrinsic motivation for a plot that gets you thinking with more involved stops along that narrative, while also intrinsically offering the world as the massive playground for experimentation via a vast assortment of utilitarian approaches. Extrinsic motivators like the Shrines, (even when puzzle ones are often easier than BotW’s) further encourage the possibility to take their ideas further intrinsically using the overworld. Plus of course, elements you would expect from a sequel, like improved enemy variety and more specialized combat scenarios (a sixth of the shrines are no longer one miniboss repeated 20 times over at various difficulties).

Breath of the Wild was a game that made a statement. Its focus was on emergent gameplay and player discovery over an involved narrative and a designated route to setpieces meant to be shown in a specific way. Completing every dungeon gave you powers to make the finale easier, but every payoff was segregated. I would argue though, that Breath of the Wild was so thoroughly committed to this idea that it wasn’t worth trying to top it in this department. We already have the more minimalist take on the thinly populated world with an obvious, straightforward final confrontation but the journey being wholly devoted to what you make of it. Tears of the Kingdom opts not to push this further, and instead to respec itself while simultaneously being both more plot driven AND more free at the same time in different areas. It is absolutely worth noting that in place of the minimal storytelling which predominantly served to justify why Link exists to travel the world at all, Tears presents itself as more story-driven from the jump with the short but more guided preamble. It’s a choice that won’t be for everyone who preferred BotW’s deliberately simple approach in the name of player freedom, but I think it’s one that makes sense with where it was heading and a means to allow this game to stand out as a sequel in other ways.

This is also apparent in game design decisions like having a main central hub of named characters to converse with, and particularly the new spread of the memories.
In BotW, the memories were hidden in very small specific spots in the overworld with little indication of where without a guide, in the hope that you’d run into them while exploring, but not that they played a substantial part in the Defeat Ganon quest. In this game, they ABSOLUTELY want you to get those memories, not only by making it a main quest but also putting them in giant Geoglyphs (marked inside a chamber) that can be seen no matter how high above the ground Link is. Which is good, because the plot contained within those memories is less building your own background as much as a parallel plot involving Zelda and the choices she makes in further understanding herself and considering what’s necessary to help your journey along. For a game series entitled The Legend of Zelda, this installment really presents just how much sway Zelda has upon the entire world while you, in contrast, are the fixer guy. You are the way forward, but not the influence. There are many questlines I discovered over my 120 hours of play devoted to every which way most of the world was very carefully ruined in your absence and your ability to be a problem solver in any which place you choose to.

Back in Ocarina of Time, a seven-year timeskip allowed Ganondorf to turn the entire world on its head through a permanently blackened sky and the world’s central hub being turned abandoned, populated by zombies instead of people. In this game, in far shorter a timeframe he played things more crypto in your absence by outright ruining Hyrule’s infrastructure in numerous smaller ways less obviously noticeable even in a more populated land, but that goes further and further the more you chose to engage with the world. It’s a smart villain move on his end that has a shockingly effective payoff conveyed through story and gameplay together after pursuing the main dungeon tasks.

Reconciling with your past was a main driving force in Breath of the Wild if you chose to pursue story, but just as Link can build all kinds of crazy tech magic machines and bizarre powerful weapons, you’re actively building a more settled world up to a brighter future. In taking a cue from the second half of Wind Waker, you’re guiding partner characters through the dungeons to grow them into who they are. Their abilities are substantially less broken than those from Breath of the Wild, but that ties into the story, since the BotW Champions were experienced, top warriors employed by the castle guard, while the Sages here are being grown into them, made stronger by the concept of exploration in the world they no doubt helped you with. It’s one of several examples of the game willing to respect and not replicate elements when it feels like it would help its own vision. The Divine Beast assault sequences, while formulaic and scripted, could feel very intense in the moment and tiring if repeated too closely in this game, so instead, dungeon buildup is an extension of normal gameplay but varied by region. While one area involved a lot of high-flying platforming, another took on more of a base assault format and this, alongside more distinctive temples and boss fights, helped to make its main story tasks stand apart despite the repeated song and dance upon finishing a dungeon. The ending as well, despite similarities in form to the previous game’s, is given a more distinct function in relation to what makes this game stand out and, in my opinion, greater emotional resonance.

And all this is just in the main intended plot goals! Rarely have I played a game where it’s so easy to constantly be distracted from just HOW MUCH you are able to interact with at any one time. It’s incredibly impressive that for a map so large, almost everywhere you go has optional engagements both present, and out in the visible distance, whether they be character based, combat based, or puzzle based. This is a game where even components that would seem like copy and paste tasks in any other open world game can vary wildly in terms of how you accomplish them. Sign Guy is probably the prime example of this creative thinking on display. Everywhere you see him trying to spread the good word about his boss, trying his best to arrange signs in totally different ways. Usually, you’re given enough tools around his area, but it inspires an incredible creativity to make even tries at a repeated task stand out with your weird creative standing fused structures. Another element that greatly helps with this discovery is the delineation of quest lines, where the instant a quest is started, you’re made aware of whether or not it’s a brief more simplistic quest for a basic reward, or a multi-tiered quest with more story added to it. The repopulation of Hyrule after stopping Calamity Ganon in Breath of the Wild provides the perfect in-universe opportunity for so many more people to exist for sidequests that are more memorable than BotW’s, even if I don’t think any hit the high of the Anju/Kafei quest from Majora’s Mask.

The Depths is admittedly less curated on the whole, but it’s a meaningful venture, providing some of the easiest access to mechanical creation tools, enhancing long term use of these tools, as well as some of the strongest weapons and enemy encounters in the game. It’s a distinct take on the classic Dark World concept from A Link to the Past combined with the Nether from Minecraft. And of course, the Lightroots. These beacons deliberately standout amidst the pitch-black landscapes, but the fact that they mirror Shrine positions is incredibly intuitive for exploration. Once you find a Lightroot where you don’t have a Shrine, or vice versa, it provides another opportunity to say “there’s something on this spot, but how will I find out what it is, how will I reach it, and what on my path would provide the next distraction?”

As sentimental as it may seem saying this, Tears of the Kingdom is also an immaculate representation of gaming as a universal experience where numerous approaches can be lovingly shared. No two players will experience everything the game has to offer in the same way, and the sense of experimentation you could see from the more dedicated Breath of the Wild players is further spread to even casual players, while the insane crowd creating all kinds of mecha and war crime devices is given the opportunity to indulge with a much higher creation ceiling. From something as simple as using a rock weapon to fill a hole when finding a Korok, shield surfing as a means to avoid a rail balancing act, creating a barely held together tower of objects in place of understanding how to work a rowboat, or having fully decked flying death machines to quickly slay the indomitable Gleeoks, there’s an impressive array of possibilities Nintendo allowed for in their massive sandboxes.

There will always be quibbles. I wish you could create your own favorites list when selecting materials. The dungeons, while greatly improved over BotW to the point of being slightly above Wind Waker’s now, are still well open to be made more extensive like the other past 3D Zeldas. I wish the Sage Awakening cutscenes were made distinct for each dungeon, the means to acquire Autobuild made more upfront during the main quest, Mineru’s role in the story a bit more, the cutscenes lip synced to the English dub (although you can switch to original Japanese, so mostly moot point) and it would REALLY help if this game wasn’t limited by 8-year-old hardware regarding occasional performance dips, but the overall vision that this game accomplishes is sublime. It’s rare a video game sequel can be such a monumentally meaningful iteration on what already presented an incredibly robust path forward for explorative freedom and system creation in AAA gaming, but director Hidemaro Fujibayashi, his team, and Monolith Soft managed to top themselves in ways we didn’t even know we wanted. Trying to follow this up will be an incredibly difficult venture I fear for, but I hope that with the promise of improved hardware on the horizon, this team can continue to show that next-gen is more than just graphical leaps, but using mechanics, talent and budget to let the story told from strong design ethos meet the story every player uses the game to create for themselves.