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.
This has not been my experience with practically any Japanese RPG, haha. Each time I’ve tried to play a Final Fantasy game, I’ve gotten immediately turned off by the complex menus/rules, and needlessly long “click through” tutorials showing me every menu page with an accompanying small novel of instructions. Its not that I’m afraid of having to learn a game (I’m a big fan of Paradox games if that’s any indicator), I just find the presentation of it all such a slog.
Ah yeah, this one’s not nearly complicated enough to have all that, hah. You’ll get a prompt concisely describing a new system when you unlock one and a small summary of new powers when you get them. That’s about it.
If Xenoblade Chronicles 3 is the ultimate hand-holding tutorial experience, FFXVI is about as far as you get on the other side of the spectrum while still having tutorials/descriptions.
Quick update, I decided to try out FFXV, and it was far more approachable then the other entries to the series that I’ve tried. A few hours in and I think I’ll stick with it, thanks for the rec!