XBox

Final Fantasy XV review

I've had a link with Final Fantasy provided there's been Final Fantasy. Along with Phantasy Star and Dragon Warrior (the West's version of Dragon Quest), the original game was one of the first RPGs I ever played-because, well, those three games were some of the first types of the genre to exist on consoles in the usa. We wouldn't obtain the next chapter from the series until Final Fantasy II-our localization of Japan's Final Fantasy IV-on the Super Nintendo, but because almost as much ast I enjoyed it, it had been nothing compared to the unbelievable splendor a far younger me found in Final Fantasy III (aka Final Fantasy VI).

Since then, I've played some quantity of every major Final Fantasy chapter that's seen release-but after 26 many years of a wide variety of casts and adventures, I simply wasn't looking forward to Final Fantasy XV. After Final Fantasy VII came along and popularized the “fantasy inside a modern setting” idea, I have been less thrilled about further iterations completed in that style in comparison to the more traditional releases like Final Fantasy X or Final Fantasy XII. I think what cemented my dislike of this new trend of the franchise was Final Fantasy XIII, which-at least for me-brought my love for the series to screeching halt.

In my first four approximately hours with Final Fantasy XV, I had been honestly prepared to give up all expect it. The game's early going is handled terribly, as it is a hodge-podge of nearly unexplained story beats, mistimed ideas, obscure gameplay systems (which are only partially detailed should you play the included tutorial), and quests which are nowhere near the ones that should be provided to someone just entering the game. Within the now infamous Conan O'Brien segment where he and Elijah Wood check out the game, my fellow redhead-after being forced through FFXV's beginning segment-proclaims Square Enix's latest release an “'aggressive wasting of [their] time.”

When plowing through those initial few hours with the game, I couldn't get that segment from my head, because that is the way i felt. The only real reason I knew the basics of methods the crown prince Noctis Lucis Caelum and his friends had come to be where these were was because I'd seen the prequel movie Kingsglaive; anyone who's not seen it, best of luck having any sort of clue what the story is following the opening cinematic, since the game has zero interest in properly setting things up. The initial gameplay element I was confronted with was needing to push one of the game's major gimmicks-Regalia, Noctis' stylish automobile-down the street after it had broken down. After reaching Hammerhead, a little outpost a ways away, I had been introduced to FFXV's form of Cid and the co-mechanic (and granddaughter) Cindy. While awaiting my car to get fixed, they sent me on the number of errands-and they were all far enough away from the garage that I invested more time into travelling to where I had been going than accomplishing the tasks that awaited there.

Games are supposed to suck you in right from the start with compelling storytelling, a proper set-up, maybe some exciting action, and quick player-friendly rewards to get you to wish to help keep pushing forward-and Final Fantasy XV fails at every single among those tasks.

I did keep pushing forward-in part because it was my job to-and when i got farther in the game, something happened: I finally started having a good time. Everything that I used to be frustrated with or complaining about was still completely worth those reactions, but I was enjoying time with FFXV more and more regardless of those elements. Bit by bit, the pieces fell into position sufficient to reel me in more. I'd finally figure out new things about combat, or reserve the greater narrative for that more immediate and private tale from the four main characters, or handle the vast open world in additional bite-sized chunks better defined by where I specifically took it at any time.

The single biggest thing that makes Final Fantasy XV work can also be the one piece of the equation that I had dreaded probably the most: our pretty boy heroes Noctis, Ignis, Gladiolus, and Prompto. They are the glue that keeps everything together even just in the game's worst periods, and also the fuel that keeps it barreling down the track in the most powerful and high-energy moments. In writing, they're four super stereotypical-and some might say very anime-esque-male characters, but by focusing on them and almost never rotating in almost any other party members, also they are because of the chance to become more . Yes, their banter gets old too rapidly due to nowhere near enough “small talk” voice lines, and they're never because of the true degree of character development that they each deserve, however i still made a reference to all of them deep enough to want to invest additional time along with the quartet. If you don't care about each of them by the end of the game, then you've simply got no heart beating inside of your body.

In all the pre-release talk of there being no female party members in Final Fantasy XV and the reduced role women would participate in the story, I walked away having no major complaints in that way. I do think the game's small handful of prominent female characters could have been done better, but that never came at the hands of my male-dominated main party. The game's biggest heroine, oracle and Noctis' bride-to-be Lunafreya Nox Fleuret, is totally a wannabe Yuna-there's no question of this. Still, I liked her, and thought she should have played a slightly bigger role in the game. She is removed as a person of strength and bravery, so I wish we could have experienced even just one shorter chance to play as her-especially as that opportunity would have provided us with deeper insight into what she was doing as her journey ran parallel to the main group's. Cindy, too, had a little short-changed for my tastes. The dev team really should have had the courage to create her the Cid of the game, coupled with her take part in the role that they does coupled with her grandfather's place as head mechanic. At the very least, the North American side of Square Enix might have not botched her name-she's Cidney in the Japanese release, and saddling her with the dumb name she gets within our version reduces that link with tradition even more.

Something that feels completely far away from the traditions from the franchise is Final Fantasy XV's combat. After so many years of CG cutscenes featuring crazy-fast action with swords and spells flying, Final Fantasy Versus XIII-the project that will eventually become this game-promised an entire RPG based around such battles. Well, we've got them, and they are actually pretty enjoyable. I wasn't sure they'd attend first, to be honest, given how simple the battle product is. Holding down one button will make Noctis continually attack the enemy he's centered on, with a second used to do long-range strikes or warp to a safety point, and another that auto-dodges enemy attacks when held down (so long as you have MP remaining). Too, Noctis has four item slots, which he can fill with the game's weapon types, special arms he'll receive for storyline reasons, or magic spells. It isn't an overly-complicated system, there isn't any doubt of this, however it enables exciting action scenes while also requiring some strategy beyond spamming attacks endlessly.

There are a few cracks in the combat system, plus they mostly focus on your health and status. At any given moment, Noctis or his partners could be knocked into “danger” status when they take an excessive amount of damage, and until they're helped back to battle by a fellow teammate, they're rendered useless. While the AI for your teammates is fairly good for the most part (except if they are trying to go wherever you go while seeking), many times, it takes them way too long to get to you to help you recover-and while you're at risk status, your max HP is quickly draining. Due to how fierce and chaotic battles can get sometimes, it can be easy to miss a need to switch to dodging at a certain moment-resulting in you getting smacked by an uber-powerful hit that instantly supplies you with into danger. One bad fight, as well as your team can end up having only half of the HP they should ahead of the next battle. The thing is, even the simplest of potions can pull you out of danger status, and elixirs will bump your max HP back up, so harder fights become exercises in spamming consumables-slowing on the pace of combat and leaving each of those elements tolerable but needlessly annoying additions.

It wouldn't be Final Fantasy without spells or summons, obviously, and both are contained in ways that may leave some long-time fans with mixed feelings. Through the game, you will find three sources of magic power-fire, ice, and lightning-and after collecting that energy, technology-not only to create spellcasting items usable by from the four party members. Fill a vial with simply a tiny bit of an element, and you can spread that energy out for more uses; fill a vial to the max, and you will end up with a much more potent form of the spell. You can then also toss in any random item as a catalyst, which could add effects such as producing multiple hits or healing the caster when used. Admittedly, the machine is far simpler compared to spellcasting complexities we're accustomed to, however it doesn't invariably feel like the sport needed a lot more than what's available. However, summons-know as Astrals here-left me greatly disappointed at first.

You won't get your first Astral until about halfway through the storyline, and when you need to do, you can't actually summon them without notice; you'll only gain the choice if certain the weather is met during combat and also the Astral is feeling generous. At that time, holding the left trigger button will give them a call down for one major attack, and then they're gone again. It's almost a blasphemous idea given how much control previous games gave to how and when often you can get in touch with summons for help, but-I wound up actually type of liking the idea. Astrals legitimately seem like gigantic, powerful gods in FFXV, and when they are doing demonstrate favor throughout a particularly nasty battle, it may be so awesome seeing them descend from the heavens to save the day.

Equally massive may be the world of Final Fantasy XV, and it's an interesting one. Should you come at it just like a typical RPG playspace, it'll feel too spaced apart, desolate, and somewhat boring. To obtain from place to place, you'll be spending considerable time riding around in Regalia or on the rented Chobobo, so when you need to escape and hoof it, it feels like key locations were put way farther away than they logically must have been. After a while, it finally struck me: FFXV's world seems like that from an MMORPG.

When I came at the game from that perspective, and tackled it more inside my own pace, I discovered more joy in exploring its numerous areas. Still, so much of the planet ends up feeling like a waste of time and energy through the team, especially when you think about that many players will probably skip a lot of the side stuff in pursuit of finishing the story. Personally, I'm able to enjoy pointless wandering, but I also can't help but feel that FFXV should have been more linear-especially because of the “four bros on a journey” attitude of the game. There's simply no reason driving a car around a Final Fantasy game should work, however it does, and wonderfully. It requires what's normally a tedious act-traveling from spot to place-and turns it into a roadtrip experience that a lot of us can relate to. So, I believe the sport, and also the story overall, might have worked better been with them been a linear progression of Noctis and his team because they headed back to the capital city, stopping at various smaller open-area locations along the way as gameplay or narrative required.

Whatever help Final Fantasy XV's narrative could get, it desperately needed. There is no way I'm able to emphasize for you in the context of this review just how much the sport fails at the basic art of telling a story. As I mentioned before, you will be lost right from the outlet moments should you didn't see a totally separate full-length film. What is our planet? Who are the factions why is one attacking another? Who're the players? That which was the situation using the wedding between Noctis and Luna? Exactly why is Noctis not trying harder to either find his betrothed or take back his kingdom? That's but a small fraction of the questions you'll have in just the first number of hours of the game. As things progress, it simply worsens. Events happen, and you don't know why, or you aren't given proper context. You will be sent off to a specific place in order to meet someone specific, but you weren't told why you're doing those things. The story is going to be moving along, and you'll think you know what's happening, and then suddenly you will be off on the totally new side plot without explanation from the reason for the detour. A character is introduced that triggers you to definitely go against all good sense if you have seen Kingsglaive, and who becomes a ridiculous reason for plot progression even if you haven't.

In a statement which i can't believe I'm saying given how everything has experienced yesteryear, FFXV desperately needed more CG cutscenes. It needed more exposition; it needed more scenes of showing and telling us what's actually going on. When moments happen that should be powerful, emotional, or impactful unfold, it's hard to feel any of those emotions, because they're often not set up or directed good enough for you to be emotionally invested. Or, they're never followed through with the proper atmosphere to actually make you feel the weight of the items just transpired-an especially big problem for that game's closing chapter. I explained to fellow EGMcrew member Ray that playing the sport was like watching a film you'd never witnessed before where 1 ~ 2 minutes of footage were eliminate for each Ten minutes on film. While playing, I constantly felt like content was just completely missing for no easily discernible reason.

Final Fantasy XV is a game with perhaps a quarter of what was designed to exist completely missing-that's the only thing I'm able to accept after completing it. The ten many years of wait series fans have experienced since that initial Final Fantasy Versus XIII reveal didn't result in a fleshed-out, fully completed game that benefitted coming from all that development time-it led to a sewn-together Frankenstein's monster made of parts from the various attempts at giving life to this project over the years. In hindsight to what was shown off for the game even as 2013, once the director changed from Tetsuya Nomura to Hajime Tabata happened, I'm extremely curious to know what from the original plans managed to get through that shift, and just what pieces in terms of storyline, direction, and major locations wound up dealing with total reworkings. (If without other reason, FFXV is worth playing alone based on how big of the study into game set it up will no doubt become within the future years.)

One of the most popular signs the game we've got are affected from “we want to get it out the door and we're out of money and time to do so” syndrome is Chapter 13. Coming late in the story before things get wrapped up, Chapter 13 bankruptcy is-and I sincerely mean this-one of the worst singular game chapters I've took part in years. It's shockingly, unbelievably awful. Major pieces of gameplay are disposed of, new elements suddenly introduced, a dark tone shifts massively without warning, and the location is a long, boring, dismal slog whose only accomplishment was extending my playtime by 2 hours. Oh, additionally, it brings a totally out-of-left-field twist towards the story that's both stupid and just explained through random lore items strewn through the complex you're exploring. And, it kills a significant character offscreen within the completely unsatisfying tying up of one loose end.

If I had been judging Final Fantasy XV simply on its overarching storyline, I'd refer to it as a sloppy mess of the release that maybe should have been junked rather than finished. But, I can't say that-I can't even get close to saying that, even as I want to pull my hair out in frustration over how mishandled some of the game's parts were. When I was beyond those failings, within the smaller (and more common) moment-to-moment situations and scenarios the adventure put me through, I legitimately had a good time with FFXV. I would rather it have experienced another year of time within the oven and the budget to allow for that choice to be produced, yet I'm genuinely happy to have played what we should ended up getting. Final Fantasy XV has no to be as enjoyable as it turned out to be, even though I'd never want to have this function as the first chapter from the franchise a novice experiences-no appear the game's title card may attempt to proclaim-I don't have any trouble recommending longtime fans to provide this one a go. With so many odds stacked against it, somehow that one is still effective in the finish. Now i just hope that, with this money pit of the project finally over and done with (outside of inevitable DLC), the series can move to resembling its glory days, and obtain away from the scorched earth that too many strikes of Lightning brought down upon us.

Leave a Reply