Feels like a JRPG made by people who have experienced the genre strictly through TV Tropes writeups. If it were developed by Americans, people would talk about it as though it were Doki Doki Literature Club.

There's a consistent tension in the game between shame about its stylistic heritage and a deep, paralyzing cowardice that keeps it loyal to it. This tension manifests in the story's insistence on being about a world, down to the constant availability of a lore encyclopedia, despite the complete irrelevance of any details of this world to the plot and its ultimate reliance on some of the most rote and formulaic character drama in the series. It's present in the faux-naturalism of mid-fight Marvel quips stuck between uncomplicated, cosmologically-correct monologues about human connections. It's clearly what's motivated the inclusion of empty open-world sections that divide up a linear action game paced around its levels being played one after the other: the game is willing to go to any lengths to avoid being called a hallway.

My favorite symbol of this tension, though, is game's repeated use of a minor key scale as background music: Prelude, but fucked up.

The main cast is completely disallowed any kind of personal complexity or ambiguity. Clive spends the earliest hours of the game denying a painful fact about himself, and this is the first and last display of personal weakness, selfishness, or any form of moral iniquity made by him or any other party member. Each of the rival summoners, by contrast, is given a designated sex thing: promiscuity, obsessiveness, and an Oedipus Complex, respectively. These traits serve as a kind of crude claim to maturity on the part of the game, and the characters to which they're attached are barely developed. No member of the cast rises above a broad archetypal characterization, and Clive himself is no exception, but the most insulting character's Jill. Her role in the story is to love Clive, which she does quietly and without demands. This is briefly interrupted by a revenge plot in which she kills an unambiguously evil cultist for having hurt her, and feels much better afterward. There's a scene in Final Fantasy IV in which the female party members are told by the lead to stay behind for their own safety while the men head to the final confrontation: naturally, they don't listen. In XVI, Jill is told the same thing and stays put.

Dialogue alternates between purely functional exposition and agonizing attempts at humor, with no real attempt to build distinct voices. I do have to give credit to the actor playing Clive, who is obviously trying to complicate very simple lines through his delivery, but it's a losing battle. The character animation is noticeably low-quality in comparison to the series' 6th and 7th generation entries.

The soundtrack is sterile, and the visual design never rises above the level of clean spectacular sightseeing. I can't speak much to the systems design, but interesting fights on normal difficulty are spread extremely thin and more or less only appear in optional content. Feels more like playing A Realm Reborn than any other single player RPG with which I'm familiar.

Reviewed on Jul 05, 2023


3 Comments


10 months ago

Harsh, but true. I'm a bit warmer on it because the first half promises so much and, at times, felt like a genuine return to form.

10 months ago

@vacweb I'd really like to know what you found compelling about the first half of the game, actually. It was kind of the opposite for me: the early parts of the game felt completely devoted to establishing a sort of cartoonish approximation of a dark fantasy setting in which every NPC's main interest is unqualified wizard racism. As little as I liked the latter half of the game, the generic save-the-world plot felt like something of a step up from the way it started.

10 months ago

@alivedovedoeat fair question. For me I think it's more of wanting to know what the big mysteries are and how Clive comes to know them: Eikons? TWO fire eikons? Mothercrystals? Fallen ruins? I thought these ideas were compelling enough to suspend my disbelief that I was playing a Final Fantasy with graphic murder and "Fuck" in the writing.

It also helped that Cid and his hideaway make a huge impression right off the bat. With Cid, Clive feels more grounded and vulnerable as he comes to terms with his guilt. Cid the Mentor still is, to me, a highlight of the game. And with the hideaway I was like, "finally a place that doesn't look like Fable!"