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The combat system in Final Fantasy XVI is very impressive: the core conceit of is that you have a suite of basic attacks that are always accessible but relatively weak, plus a customizable set of "Eikon abilities" that are much stronger but have relatively long cooldowns. Major enemies have a posture meter and stagger when it's emptied, giving you a few seconds of free hits with a damage multiplier. Even with just this structure, there's an intrinsic push and pull where the player is incentivized to use their abilities to push the stagger meter down while also carefully timing their cooldowns to do as much damage as possible during the stagger.

But it gets more advanced from there. The basic abilities hold a deceptive amount of complexity that takes real care to fully learn, and the Eikon abilities are multi-purpose, with clever counterplay to the enemies' movement and attacks. It's wise of them to provide an "arcade mode" that grades your performance, because this really does seem like a combat system you could go very deep on.

The main plot is also a lot of fun. I've heard people complaining that it was sold as Game of Thrones and doesn't really work as a grounded political fantasy, but where it drops that initial conceit it picks up a high-key anime intensity with a contagious joy in its own bombast. The Eikon fights aren't as mechanically deep as the primary combat, but they make up for it in a spectacle that fully justifies the graphics power of current-gen hardware.

But the game has some major gaps in its charm as well. Outside the main quest, the plot and writing is vastly spottier. There are some really lovely side quests (especially those that tie more closely to the main characters), but there are also some that are upsettingly bad, like the run of ham-fisted "everyone hates the bearers" quests just before Oriflamme. Even in the decent sidequests, the writing lacks verve, leading me to instinctively reach for my phone instead of giving it my full attention.

And the excellent combat system isn't very well-supported by everything around it. Non-boss fghts are uniformly featureless arenas full of relatively weak mobs, and because you can't easily switch Eikon loadouts a moveset optimized for one-on-one battles will have limited tools for dealing with them. The end result is a sense of chewing cardboard: not unbearable, but not a lot of fun either.

The crafting system, such as it is, is also direly underbaked. The only thing to craft are weapons and armor which, contrary to RPG convention, are just a linear series of power upgrades. If you do all the quests you will have enough materials for everything, so picking up items in the overworld or getting additional quest rewards means nothing at all.

I'm not enough of a Final Fantasy player to have a great sense of where this sits in the series as a whole, but as an occasional player of RPGs I wish it had a little more meat on the bones when it came to customization and as a player of action games I wish it had a little more thought put into the encounter design. All the same, I did have fun, and this game undeniably broke me out of a few of my comfort zones in exciting ways.

This review contains spoilers

For all the lip service paid to Game of Thrones through the marketing, aesthetic, and tone of Final Fantasy XVI, there is very little DNA shared between the two at their respective cores. While the bevy of options to explore the lore entries written for the game are interesting reads, they are seldom needed to understand the events of the game’s world. Conflicts happen isolated from one another, ever following the protagonist and bending to the needs of his story. This is not a knock on the game’s story, but it is emblematic of the fact that it is exactly what the title claims. For better and for worse, the latest entry in the series that refuses to stagnate is much more Final Fantasy than its creators and online discourse would lead you to believe. While at several points the attempts to forge a new identity clash with the story’s tendency to err toward series tropes, the end product nonetheless succeeds in almost all of what it sets out to do. The fact is that one will be far more satisfied with this game by expecting a reaffirmation of what is a known love rather than a reinvention.
Despite all of this, the first half of this game will fool you into thinking that a reinvention is happening before your eyes. The story’s tight focus on the branded, magick, and the devastation wrought on the world by the mothercrystals is a sharp left turn for the series, and I was pleasantly surprised by it. Much of the world is convincingly hostile toward Clive’s visible brand, and this is communicated expertly through the sidequests. While nothing mechanically interesting is ever asked of the player, many of them are successful in their goal to either endear or disgust. The hook of Clive’s initial journey, as it shifts from revenge to self-loathing to hero, is a path that follows naturally from the world he exists in. Cid (who is easily the series’ best version of the character) passes on to Clive one of the series’ most defining themes, and what identifies this game as Final Fantasy to its bones: that there is never enough suffering in the world to give up fighting for a better one. In the transition to Clive falling into this archetype though, the game’s narrative becomes strangely unfocused. Once five years are skipped over, the game plays catchup to try and please its many audiences. Suddenly it’s Jill’s time to get some (weak) depth to her character, and then there’s an invasion of the Crystalline Dominion (which so little information is given about that I was begging for Vivian to give a PowerPoint dedicated entirely to it), and then Barnabas finally awakens from his apparent slumber to have an epic faceoff against Clive. This all works for the second half of the game, as Ultima eventually drags the narrative firmly into JRPG territory, but it clashes harshly against the first half as the world becomes centered almost entirely around Clive and the other Dominants. This is not a slight against JRPGs as a genre. Much of the discussion around this game’s narrative and its use of the genre’s tropes have been emblematic of the continued blight (lol) that western games journalism has inflicted upon Japanese Game Discourse. The issue here is that on several levels, it feels like there was some assent to this bashing of the genre as “too weird” that this series was arguably subject to the most of any. In this way, the game is somewhat a victim of its own indecision—unwilling to fully commit to the western aesthetic that it clearly adapts or the tropes that its own series trailblazed.
This all seems very overtly negative for a game that I largely love the hell out of. The Eikon fights are a stroke of genius that come at the intersection of Shounen pathos, ludonarrative synergy, and genuine “next-gen-ness” on a level that this game broke the glass ceiling of. Each one ups the ante, making you question how the next one can possibly be better, achieving it before your eyes, and making you feel like a fool for ever believing that what you did 5 hours ago was the coolest thing that you had, up to that point, experienced. The only aspect that isn’t continually ratcheted up throughout the game is the music which, from the very first fight to the last, is excellent. In a series that has the most impossible expectations for music set for itself, Soken will knock your socks off and convince you that he is probably the best composer in the game right now. It’s his mastery over a litany of genres that rockets this soundtrack to the upper echelons of the series’ offerings. Motifs dance through these genres, making Titan’s theme a pulse-pounding J-Rock riff at one point that flows seamlessly into the triumphant chants that the game turns to for its flourishes. While they never becoming difficult in the slightest, these fights expertly communicate Clive’s growing mastery of his Ifrit form, as you go from a hulking and unwieldy kaiju to an elegant fire-dancer.
By no means am I an expert on action combat, but this game’s flavor of DMC-lite kept me satisfied for most of the experience. Continually getting new Eikons to overhaul your style of play injected a lot of life into a fundamentally simple affair. I’m sure an optimal mix of stagger meter burn and pure damage has been found already, but plugging in a new ability into your existing set and reaching a new level of efficiency was good fun. The only thing clawing at this fun is the enemy variety, which is the most puzzling thing about this game. The first half is exploding with unique enemy types. I was shocked to find that nearly every new area offered a unique set of enemies that, although way too passive, livened up encounters a great deal. However, once the second half rolls around, the developers seemed to be content with reusing old enemies to the point of inducing groans every time I saw another Large Man with an Axe. In a strange way, this turned the combat into an Opus Magnum/Factorio-like, where all my effort was being poured into figuring out the path of least resistance to the Enemies Defeated screen. If you are an action game head, you already knew this game’s combat wasn’t for you, but I think any player would benefit from going in with the expectation to simply enjoy the spectacle of it all.
Perhaps the most frustrating part of this game is its characters. This is less so directed at the way they are written as a whole, but at the way they are utilized. The game’s insistence that, apart from Jill and Torgal (who doesn’t speak), Clive be nearly constantly alone, left me begging for more interactions with these people. The idea that being surrounded by trusted friends and allies will better you as a human being is a distinctly Final Fantasy one. One of this game’s core themes is that Clive cannot save the world by himself, and yet the game presents very few gameplay arguments against that. I’m not asking for a controllable party, or even a robust collection of party interactions, but a steady party at all would have sufficed. Byron was sorely needed as a mood lightener in many parts of the game that he is absent from. Every section of the game with Joshua left me wanting so much more of his unrepentant optimism. In many ways this conspicuous lack of Joshua throughout the second half made the ending hit me harder (read: when Joshua said “Thank you for being my brother” I sobbed uncontrollably), but I’m not sure that was intended in that specific aspect. Being relegated to Jill, whose character goes through the fraught states of “I need closure” to “I now have closure” with the subtlety and heart of a Persona 5 arc, is unacceptable for any game let alone a game in this series. For all the effort and soul that was clearly put into this game by everyone involved, I just wish it was more confident in itself. 16 is at its best when it’s leaning entirely into its own spin on the roots that it grew from: loving someone, experiencing a beautiful world, and saving it from a god because you felt that love viscerally, and you saw beauty first-hand.

It's all fun and games until the funny jokes stop and the painful reality kicks in that some of these conversations are hitting you a bit too hard. Fuck.

A psychedelic communist adjacent CRPG, that has the greatest use of a dialogue system I've ever seen in the genre, where you can spend 10 minutes with arguing with yourself about communist theory, then go get shit faced and do some Disco karaoke. Absolutely a joy to play from beginning to end. Can't wait to play it with the full voice acting update.

British Sea Power did an incredible job on the soundtrack for this game.

each area and place in Disco Elysium has an unforgettable track that helps to create an unsettling yet melancholically beautiful atmosphere.

i could not imagine stepping out of the Whirling-In-Rags without hearing those blaring horns. it just wouldn't be Disco Elysium without them.

A literary RPG far more evocative and meaningful then most games dare. If you only ever play one game in your life, play this one.

Played Disco Elysium over the course of a week in a sleep-deprived stupor, treating each in-game day as my one session for each real-life day, except for the last two days, which I just went through in one shot.

I haven't played a game like it, where you can feel the ~weight of its world's~ histories and ideologies bearing down on every character you meet and every corner you cover, reflecting where we are in the material and philosophical points in our history. Also, it indulges weirdness, which I am personally a big fan of. The closest thing to it in terms of being a somewhat distorted magnifying glass of the enormity of real life is Dujanah, but that's on the other end of the genre spectrum with that game's surrealist approach and glitch/clay-punk aesthetic.

The skills as party members and the Thought Cabinet are ingenious RPG mechanics.

and yes the descriptive prose and the internal dramatic narration in this game are actually poetic and yes shivers is actually the best skill

Disco Elysium is proof that we can have 25+ hour RPGs that are riveting from start to finish without any traditional combat systems and that video game writing could be so much sharper, so much funnier, so much more unpredictable, so much more illustrative, so much more challenging, so much denser, and so much weirder.

A wild ride from beginning to end. Funny as hell, darkly cynical, but conversely filled with a sincere bright love for humanity. I really liked this one.

it's about failure. no, it's about walking away from failure and coming back stronger. it's about being better than the person you were the day before. it's about acceptance and it's about pain and it's about accepting that this life will hurt you and that it's okay to keep going. it's about putting one foot in front of the other. it's about being just okay. it's about discovering what makes this warring life worth fighting for. it's beautiful.

this really disco's my elysium

confirmation bias because I got the communist achievement first

Nails the feeling of being a totally disempowered fuckup disaster so hard it's actually difficult to get through at times

This game fundamentally changed how I look at what games can be (for better or for worse). The first time I ever played an "RPG" and actually felt like I could represent myself in the game's world. I've played it many times over and I feel like every time is at least somewhat novel - sure you'll do the same things in some playthroughs, but the overall context is almost never the same. I'm sure there are other CRPGs from the earlier days of gaming that did all this stuff before. But, playing this, a contemporary game - in a landscape where most big title games are grand hodgepodges of every genre with a battle pass to maximize engagement - was the most refreshing game experience I've ever had

if anything happens to lieutenant kim kitsuragi i will kill everyone in martinaise and then myself

One of the greats. I played two main play throughs. One as a delusional ‘superstar’ cop who slowly comes to accept he’s a bad person and take ownership of that. And another as a capitalist brute who beat the shit out of Measurehead without thinking twice. He doesn’t care about his memories or even what his name is. He doesn’t take hand outs, he hands out justice, his own justice that isn’t tethered to any known schools of thought. All he knows is he must cop.

These play throughs not only differed, and surprised me by their differences, when they converged I found myself compelled by how the choices the person I was before I pressed new game affected both play throughs.

This game is a landmark, a pure distillation of everything games can be and say. I could play it 10 times and still feel like each play through was distinct and powerful. If you don’t play this game, I’ll fucking kill you.