Note: some story spoilers ahead.
I’m a big Final Fantasy fan, going back over 30 years, so it’s a series I’m not usually patient on. However, I don’t have a PS5 (and still don’t plan to get one), and thus had to endure the wait for the PC port. When the demo finally arrived, I had a great time with it, but the DLSS implementation was a blurry mess. I decided to wait a bit longer, as I knew early on that spectacle was Final Fantasy XVI’s key strength.
Waiting didn’t do much for me in the end on the technical side (other than a small price drop), yet I loved this game. The cast–friends and villains alike–kept me entertained, the difficulty was right where I wanted it, and after a brief lull picking up where the demo left off, the game shuffled me along from one big, flashy scene to the next, grinning ear to ear.
XVI has been controversial in the JRPG community, to say the least. It’s certainly light on RPG elements. There’s been no shortage of grumbling over the further shift to action combat. The side quests are mostly filler and likely best skipped. I’m normally a more cerebral, methodical player of these types of games, but that wasn’t the case this time. Forearmed with some of the common complaints, I stayed on the rails by concentrating on the main story and didn’t spend a lot of time on item and skill upgrades. Turning my brain off and going with the flow, I felt rewarded, leaning into what this game does well: punching harpies, giants, dragons, and more in breathtaking set pieces.
What I didn’t know was how much DNA from Yasumi Matsuno’s games (Tactics Ogre, Final Fantasy Tactics) could be found in Final Fantasy XVI. Like those games, the early setup is gritty, mature political intrigue in a high fantasy setting. But even the storytelling itself started to feel similar, especially through Vivian’s “lectures” at her map. The cast browser at her table is also seriously impressive. It’s state-of-the-art stuff I’d love to see in more high-budget games with big casts and lots of moving parts.
Amusingly, like Matsuno’s games, in the end, XVI’s story also descends into
spoiler
the ultimate JRPG cliche of world-ending stakes and deicide, and perhaps not to its benefit.
However, while mature in tone, Tactics Ogre never went full-on adult, and it never stopped being jarring hearing “Fuck!” in a Final Fantasy game, among other colorful invective. Great Greagor’s gash, indeed. All of the voice actors are outstanding, and I understand why, as Clive, Ben Starr’s earned some buzz lately. My personal favorite was Ralph Ineson as Cid, in a role fully deserving of his namesake’s lineage.
I had a blast with Final Fantasy XVI, and in a refreshingly compact 35 hours, too. I don’t know if I’d want another Final Fantasy in this style, but with the series constantly changing, I’m sure the formula will be different in the next.
I started playing this recently after they removed Denuvo and I am liking it more then I expected.
I’m a few hours in and the music and performances are great and melodrama is pretty good. The combat is shallow but not overly complicated like the FF1 remake.
Overall it isn’t bad so far.
I would definitely like to see the return of elemental damage which seems weirdly missing here since the plot is focused on eikons. The dream would be that they look at the success of BG3 and bring back turned-based combat but that is probably unlikely.
Even among JRPGs, Persona 5 and Dragon Quest XI were turn-based games that were big sellers. Octopath and Like a Dragon have had some success too.
But yes, it does seem like the division leads at SQEX want action combat for mainline Final Fantasy. Maybe we’ll get something in a hybrid style like Metaphor or the recent Trails games.