Log Status

Completed

Playing

Backlog

Wishlist

Rating

Unrated

Time Played

67h 0m

Days in Journal

13 days

Last played

July 3, 2023

First played

June 21, 2023

Platforms Played

Library Ownership

DISPLAY


This is a game that understandably causes mixed feelings in the wider gaming audience and especially the franchise's own playerbase. That's pretty much an expectation for the series at this point, so it's hard for me to say what even my own expectations for this game were.

Whatever they were, they were blown away. I enjoyed its direct predecessor, but that game had very visible seams and glue. That's all gone here. Every decision made with the direction of Final Fantasy XVI felt to me intentional and clear. Even when it was obvious those decisions were made for budget and time constraints, I was left to believe they were the right decisions to not compromise the beautiful gem at the core of this work of art.

[Yes, it being a "Role Playing Game" is debatable ...]

I don't like formulating my opinions reactively, but I've heard so much disappointment expressed about this game's status as an RPG that I can't help but address that point directly.

I don't care about this game as an RPG. I come from the pen-n-paper RPG traditions, even to the point that I've gone back to first edition Advanced Dungeons & Dragons when running games for my friends (actually Old School Essentials, now, which is a much cleaner representation of that ruleset). Final Fantasy to me has always been "baby's first RPG" at its deepest.

While I couldn't resist that snarky phrasing, I don't say that disparagingly or as any kind of criticism. I've been enjoying Final Fantasy alongside the likes of Baldur's Gate and Neverwinter Nights ever since I was a 4-year-old. Its simplification of the Western tradition has been a feature since day one and in my eyes a nice, lighter alternative.

Even FFX, what I consider the best game in the series for "tactical" combat, is still a bare as bones "RPG."

Final Fantasy XVI then isn't that huge of a change to me as it finally goes all in on being a character action game. It still has Final Fantasy grade presentation, which was the important part, and now it's also captured a bit of that classic BioWare magic with its character driven moments. One might even call it Squeenix's Mass Effect 2.

Everyone complained about ME2's lack of heavy RPG systems. It's also considered one of the studio's greatest works. Yes, this a fairly odd take. Don't think too much about it.

[... but it's a smooth and approachable "Action" Game]

Sure, you can argue that even ME2 probably has more "build choices" with the suite of weapons and power upgrades. But in my experience with FFXVI, I was regularly playing around with my combat power selections until the last 3 hours of my 60 hour playthrough. That seems like a good amount of playstyle options to me.

You know what I don't spend any time thinking about? The Green/Blue/Purple/Orange gear shoehorned into a lot of games today. Not that they're automatically ruined for it, but as an example, God of War (2018) is a game I recently played that epitomizes what I consider "tacked-on" RPG systems. None of it felt like it did anything for my playstyle.

I played Diablo 2 and especially 3 for hundreds of hours. I do not get a high just from item-make-number-go-up anymore (more power to you if you do). I do get a high from inventing and executing a series of actions that make a damage number double in size without having to even change my equipment. I got that a fair amount in Final Fantasy XVI.

And a funny thing happened as I got used to the timing of the abilities and enemies... I discovered there's an oddly deliberate amount of downtime woven between many of the actions. Abilities, especially big ones, have a tendency to have fairly long executions with either minimal additional input needed, or they outright stop time for the animation. That gave me a fairly tactical experience at points as I took a couple seconds to double check my available abilities and plot out my follow up action when was either in a bind or trying to figure out how to best capitalize on an opportunity.

Maybe the future of JRPGs has been fighting games all along.

The combat here is rarely that "punishing" but that's quite certainly because it's tuned for a narrative driven experience and an audience looking for that. I consider it quite rewarding, though, as it's fluid, flashy, impactful, and as mentioned, if you dig into its systems you get the satisfaction of completely demolishing your foes. There are a few fights that require that, as well, so it's not all rose lined paths.

[A minimal distractions experience]

This is a case where my opinion is that the only-what-matters approach to gameplay systems was the correct one. I do think the equipment systems might have been stripped a bit too bare midway through development, as they still show signs that more was once intended, but otherwise I like the very reigned in approach this game has to the content.

Maps aren't overly expansive but they have a few key explorable parts. The only real drivers are the marked story sidequests, the unmarked "hunt" fights, and some hidden accessories. Otherwise you're in it just to see the beautifully crafted world and soak in the sights. Even when the side quest log hits its longest, you can still mop it up and return to the main story in an afternoon. And for most of the runtime you'll never have much more than 2 or 3 additional objectives in a story chapter for about 3-10 minutes a piece.

Overall, my impression is that it kept its sights close to the central narrative at all times without resorting to the infamous "hallway" design. This is not a game where you can eff off for 30 hours then come back when you're bored to "mainline" it. It's a meaty, focused narrative with a few optional breaks to soak in the world and characters.

[A deluge of spectacle delivered with excellent performances]

One thing I've always appreciated about Final Fantasy is the series penchant for larger than life fantasy and imagery that I will never forget in my life. Like the opening of FFX as Sin swallows Zanarkand, looking into the Jenova tank in FFVII, or the whole city of Burmecia in FFIX.

XVI stands on equal ground for me. There's some fight sequences in particular here that I can only imagine are what the developers of the original games always dreamed of putting to the screen. The sense of scale, the color, the detail the motion the lighting —

(Breathes deep, finds calm)

It's so good.

And the voice acting and motion capture performances during the directed cutscenes, along with the most natural and nuanced writing the I've seen from the series yet, were a pleasure to see. Just as I was floored by the big moments of the game, the little moments and "blink and you'd miss it details" kept getting me too.

This is the best character work the series has seen. I won't try to argue on a subjective matter like the "most interesting cast" but I'd certainly die on the hill that this is the most "fully realized" cast in a mainline title. It's hard to sum up exactly what I mean in a way that won't bloat this review into a full thesis, but the sum of it — I think — is that they all feel "present" and in the balances they should be for their roles. And frankly they feel more "real" than any other FF character I can remember.

And the camera work and facial detail and THE MUSIC ahhhhhh—

This is a bittersweet story about the struggle to keep living and to find a reason to do so in the face of world breathing its last whispers. And every bit of it sold that for me and got me entirely invested in Clive's journey.

I love it so much.

[This probably isn't a game for most people]

I'm not going to make a pretentious claim like "modern gamers are too hooked on the digital casino of modern AAA to appreciate this game." For one because, while I've seen a lot of takes on this game's story and pacing I just cannot understand, lots of people are enjoying this game just fine. So it's not my mission in this review to make everyone "see the light."

And secondly, because I know that this game is decidedly made for people who look forward to sitting through an hour of dialogue and cutscenes between 15-30 minute bursts of gameplay (not that the game is always that balance). And the game does start light on the gameplay.

While I personally find a heavily cinematic gaming experience very natural and compelling, I can understand those who don't want that.

So I won't call this a perfect game.

But it sure was near perfect for me.