PlayStation 4
This review is so huge I've divided this into subsections. They are sorted in a way I think is logical, but can be read freely in any order.
This game is peak modern ff
The reason I'm fascinated by ffxv is because its almost good.
Like it just barely misses the mark and its so compelling how it keeps fumbling in really weird ways?? Like. The combat is shite. Its not at all intuitive. And there's so many strange oddities throughout. Like, on the surface, ffxv plays like any regular open world game but you dig down just a little and the oddest design choices are there
I'm utterly captivated.
No combat. Just vibes.
This doesnt feel like an ff game but that's not really news.
The core gameplay in any rpg is combat. It might not be the main draw, but players are expected to interact with this aspect most frequently with regular skill checks.
The combat in ffxv is... not great. But more importantly, combat in ffxv feels kinda incidental.
What I mean is the frequency in which I engage with the combat mechanics seems far lower than not only other rpgs, but other action adventure games. Since the combat mechanics aren't great, I end up approaching combat w the attitude of "i just need to get through this to go back to playing the game".
"But wait, isnt the combat the point of the game?" Yeah, you would think but. Ffxv gameplay seems to want to pull away from that. The driving plot is to aquire magic weapons to overthrow an imperialist invasion, but the gameplay? Its all about enjoying a fun roadtrip vacation with your three closest buddies man.
So, as I play through ffxv, I frequently forget im playing an ff game. Because most of my time is spent driving a car. Fishing. Camping. Exploring the wilderness. Buying ingredients and ordering food. Most party interactions have prompts for the player to respond. Its all very slice-of-life and mundane. I dont mean that as a bad thing. The roadtrip simulator stuff is the part I like the best.
~.*・✧Ludonarrative dissonance✧・*.~
There's a serious contrast with the big, sweeping cinematics and high fantasy moments that feel out of place compared to the ~Vibes Only~ gameplay. The game tells me im a prince with a magic bloodline that must collect mystical weapons but that doesnt seem to matter as much as handing over a can of car wax to my mechanic in exchange for a fat exp reward.
The combat mechanics seem to exist at the centre of this contradiction. Theres a serious tension between the plot telling a standard jrpg story to the player, and the gameplay rewarding the player for just vibing. Like, the best rewards come from side quests about food, cars, and taking pictures. Anytime im ambushed with a random encounter, its like the combat inturrupts the momentum of the "real" gameplay. Oddly, i dont feel this way about hunting sidequests or even monsters i see in the overworld. I think its because i get to choose to engage with them or not, unlike the random encounters.
This tonal/gameplay dissonance seems to only get worse when the game (very literally) railroads you into the endgame. All the exploration and casual style is thrown right out the window in exchange for a linear and combat heavy game.
ffxv is two different games glued together. A roadtrip simulator in the first half, and a action-adventure beat-em-up in the later half. And the roadtrip simulator is soo funn
Strangely, the game is aware that the front end of the game is very much about vibing with friends. The last dungeon highlights this and I'll get more into that in a minute.
Speaking of final dungeon, you can skip it! Although the game is not exactly clear that you can, or that once you do, its not possible to go back to play it unless you reload a save or exit to the title screen to play the section. I elected to play through the dungeon for two reasons, to experience the plot as the devs intend, and to actually improve my combat.
And you know what? I did get better at the combat. And. I still think its bad. Its almost good but just falls short in nearly every metric. The camera work and lock-on system is great! But there is no compensation for bushes or pillars getting in the way. The link-strike is super fun! If you can figure out how to trigger it consistently. Spells are fun to make and fun to cast! Except everyone's a melee user and friendly fire means you will always hit your entire team. Cover and recovery are a little clunkly, but servicable. Did you know there are almost no cover spots in the final dungeon? The wait timer is so useful! Except its exclusively controlled automatically, misfires frequently, and its not possible to activate super sayian mode, fuggen i forget what its called the armiger while in wait time.
Its just... does not feel good to play.
The old map was better
There are two versions of the final map to the end boss (not to be confused with the final dungeon, which occurs before the final map). There's the day one edition and the royal edition. I liked the day one version better.
The vast majority of the additional content in the royal edition are fantastic. But the new version of the Insomnia map is a serious miss for me. I wish i was able to freely switch back to the day one version.
Like, i get why it was changed. The day one version had no quests, no points of interests, and no incentives to explore the map. In fact, when i got to Insomnia the first time around, i was slightly over leveled (the rec level is 45) but the map disincentivises exploration by spawning crazy lvl 80+ mini-bosses. Im sure im not the only one who found the shortest route to the Citadel and skipped basically the entire map to get there.
But day one edition has this... vibe. It's all about vibes man. Everything is in greyscale. The fights feel like youre either fighting off hoards of things or a monster too big to even approach. The music is a soft rendition of the main theme. Its somber. And lonely. And oddly quiet. Whatever monsters you come across have already lived in the ruins of this city for a very long time. The subdued tone of the day one Insomnia matches and elevates the final scenes of the game. The player is given a chance to look through the pictures one last time and is asked to pick one picture. Just one. To take with you. Its a reminder that despite everything, despite the loneliness and desolation, you, the player and main character, have always had one thing between hope and total annihilation. Three companions, three friends who followed you from the beginning of a roadtrip to a doomed wedding to the literal end of the world where everything is quiet and smothered in darkness. Even without the game telling me to, there were moments when id stop to listen to the music and take in the mood. This was the Insomnia for reflection and quiet contemplation.
The royal edition looked at all that, said, "thats nice", and obliterated the shit out of it.
The final map was completely overhauled for the royal edition.
Sure, the royal edition has a more balanced map w mob spawns that are actually within the rec level. Theres some good rewards for completing the new quests. Theres a cool base with npcs, some of them from the overworld. You can. Drive. A monster truck. Fuckin sick.
the royal edition Insomnia has this All Game All The Time approach to its design. Everythings red on fire. The music is super intense. The battles are fast-paced and exciting. So many npcs and quests and stealth missions. Lots of things to do and look at.
And that like. Kinda clashes in a really gaudy way, y'know? As a game map, its great. But it comes at the cost of losing this special moment.
Gone is the somber atmosphere. Gone is the beautiful rendition of the main theme. Gone is the quiet contemplation before oblivion.
After the credits, theres a cutscene of the characters in the last camp. Its a quiet moment where Noctis gets to express his appreciation for his companions on this journey. The day one Insomnia matches that tone, giving the player a chance to also appreciate one last adventure with the party through the quiet and dark. This is a game about vibes, and day one Insomnia was the Better Vibe
Music slaps
Full stop.
Why would I ever switch characters?
So the combat mechanics are already pretty upsetting as it is. It's possible to unlock an ability that allows the player to switch to any party member mid-battle. Is it fun? Not at all! :)
Every playable character has a unique mechanic AS WELL AS SEPERATE CONTROL SCHEMES. WHY. Switching characters means fumbling controls while muscle memory struggles to catch up to what's happening. This would be less of an issue if it was possible to commit to controlling anyone besides Noct outside of battle. But, nope. ¯\_(σ ‸ σ)_/¯
The biggest sin is the shooter mechanics like B R U H if a dev make fuckin shooter mechanics, all i ask is they fuckin COMMIT to making a shokter. Why do you have two guns with different control schemes?? Playing as Prompto breaks my brain.
Prompto's friendship with Noct is meaningless
The fact that Prompto is Noctis' friend because of divine intervention 100% undercuts any previous implication that Prompto was the only person who became Noctis' friend by choice. It basically means every single person in Noctis' life - his advisor, his body guard, his fiance - has been either assigned to him or arranged.
When you look at just the base game, Prompto is the only relationship Noctis chooses to pursue and chooses to keep. Noctis doesnt have to keep Prompto around but he does anyway. And Prompto chooses Noctis not because of his title and status, but because he genuinely likes Noctis as a person. Prompto also does this despite all of his personal hangups with anxiety and self-doubt. He pushes through all of that because he wants to be Noct's friend.
Now with new extra material, we know Prompto was basically predestined and explicitly told to become Noctis' friend. This cheapens any previous implication that these two want to be friends outside of any higher power or meaning. No longer is friendship valuable for its own sake.
And AND this also adds the the heaping implication that Noctis' entire life was completely outside of his control or will. His title as prince means all the mundane aspects are organized for him and his status as Chosen One means his life purpose is bound to this inescapable destiny.
We got this inplication that Prompto was literally the only person that Noctis got to pick for himself, and thats not even trUE IM SO MAD IM SO MAD IMSONAMDJIDSOBSNDLSDYLQLSHSJI (ノಠ益ಠ)ノ彡┻━┻
Episode Ignis: Fantastic Idea, Shite Ending
I hate the verse 2 ending of Episode Ignis so much. I hate it. Its bad. And, as are most things in ffxv, its made worse by being almost good. It was almost great!
Okay, so this dlc story does something very compelling near the end. During one of the cutscenes, a dialogue prompt appears but theres only one choice available. Playing through the rest of tbe dlc gives you the canon timeline, but going back to replay that scene gives you a second, previously inaccessible option. This launches into a non-canon timeline.
Now, the Ring of Lucii punishes anyone dumb enough to wear the ring who isnt of royal blood. Ignis, in a desperate bid to save Noct, wears it for like half an hour and is punished by getting his eyes burned out of his skull. Cool.
In the alt timeline, Ignis ends up wearing the ring for waaay longer during the next fight. I'll tell ya about the consequences in a sec.
The new timeline jumps straight to the ending of the game, except now it's Ignis fighting the final boss instead of Noct. This fight is on a timer, and at regular intervals, the game gives the player three choices. Give up, risk your life, or sacrifice your life. Then, after a few rounds of that, the game changes your choices to just give up or sacrifice your life. You wanted to play it safe? Too bad. It's raw as fuck. I love it.
Now, MY assumption to how this unfolds is that Ignis does manage to defeat Ardyn, but in doing so, the Lucii punish Ignis by either killing him outright or crippling him even more horrifically than canon. Seems like the way to go, yeah?
Nah. Fuck thematic throughlines and satisfying narratives. In this timeline everything turns out... fine. Ignis isnt even blind in this timeline. Hes fine. Noct is fine. Ardyn's dead. The ten years of darkness never happen. Insomnia is rebuilt and the guys are fine.
Ardyn's dialogue when he dies to Ignis in the alt timeline suggests he might still be alive, and that the prophecy isnt broken, just delayed. I think thats genuinely interesting. Ignis disobeyed the gods and breaking the prophecy, which means he mearly delays the inevitable rather than solving the problem. He kicks the can further down the road so that their decendants have to deal with it instead. But that doesnt seem to be what happens.
The characters make worse choices, are more harshly punished, and circumvent the prophecy of the gods and youre telling me things work out better???? Wheres the narrative satisfaction in that? I want characters punished for their hubris! Not this garbage! You were almost good! I- aaaaaahhhhhhhhhhhhh
Gladio is already perfect
This is a criticism both highlights the failings of the writing in the game and is a disservice to an otherwise excellent character.
Gladio's DLC episode is the weakest story out of the three party members. It doesn't really introduce anything new or interesting storywise. The highlight of the DLC is the Gilgamesh boss fight. Which. The focus is SUPPOSED to be on Galdio! The DLC titled "Episode: Gladiolus" and the main draw is a boss character?
So, the whole motive behind Gladio going on this soul-searching quest is because he got shoved aside once and got all broody about it. His whole job is to be a bodyguard to the prince, and he decides the best way to do that is to abandon his charge - who is in more danger than he has ever been in his life - and pursue an optional side quest that basically only one other person has ever survived. fuckn SURE.
Gladio doesn't really learn anything because of the trial. He wants to get stronger, and that's what happens. He's not challenged or examined as a character. He's not chastised for acting reckless or punished for his arrogance. He's got a fat ego and the story rewarded him for it.
This extends to the base game too. Chapter 10 is the closest the narrative comes to portraying Gladio as fallible. Except the narrative frames Gladio as being fundementally righteous, if a little brash. Even if you think Gladio is an asshole here (AND I CERTAINLY DID) the narrative assumes we side with him.
Gladio is static. He doesn't change or grow. He's already perfect which makes him uncompelling and boring. What a waste of potential for such a great character.
"Are we the baddies?"
So, ffxv has what I consider the most evilest ring (or, any magic artifact, really) of all time.
The visual motif of the main characters are all black, with skull, crossbones, and Louboutins ~.*・✧for menTM✧・*.~ for their literal uniforms. This is p standard edgy ff nonsense. But the ring of Lucii can only be worn by the One True King. The King of Kings. (Weirdly heavy on the jesus metaphor, this game.) And when you do eventually get the ring, it has three spells. The first spell steals HP and absorbs it. The second steals MP. The third sets off a magic bomb and explodes everyone. Apparently putting on the ring is also super painful and anyone who isnt the chosen king who wears it, well...
Two characters other than Noctis try to wear the ring. The first dude had his whole arm burn off. The second dude has his eyes burned out of his skull. By the way, the OTHER name for this ring is Ring of Radiant Light : )))) Its also all black!
And like... dude??? This is the evilest thing ive ever seen??????? THIS is the macguffin thats supposed to save the world? Literally, the world is covered in darkness w no sun for 10 yrs and the protag has to wear the ring to banish the darkness and fuggin dies in the process like????????
First if all, hello anime Jesus that looks like Keanu Reeves. Secondly, the???? EVIL RING??? And its supposed to be the ring thats associated w the ultimate good? Legit i was halfway thru the final dungeon like "...are we the baddies?"
But ff is not that sophisticated a narrative. So. No, we're not the baddies
Ardyn sucks
This dude- THIS DUDE is such a shite villain. Who is ALSO made worse by extra material.
One of the early interpretations of Ardyn's actions - and certainly my takeaway of the character - is that he is attempting to commit suicide at the end of the game. He's a death seeker. He's conditionally immortal and the only thing that can kill him is a fully powered King of Lucii.
Most of the content in the dlc also suggests this to be true kinda. Which i have not played and no real desire to.
Ardyn, apparently, had s healing power to cure people of starscourge. Except its not a cure, because he just absorbed it into himself, which is how he became immortal. He was supposed to ascend the throne of Lucii but then his younger brother usurped him, killed his lover and then banished him to a solitary confinement cell for two thousand years.
I dunno man, i can totally see someone just wanting it to end after all that.
Except thats not Ardyn's motivation. He wants revenge? On the Lucius bloodline and the gods who set this whole thing in motion. That second one is super fair actually. The only reason he helped Noct is because he wanted the satisfaction of killing a fully powered King of Lucii. siiigh
Bahamut is a dick
The whole reason Ardyn got fucked w such a raw deal is because Bahamut needed a vessel to contain the starscourge so it was all in one place for the Chosen One to erase. Except theres starscourge everywhere?
Like, Ardyn only seems to contain a fraction of it, because starscourge is used to make monsters or whatever. If Ardyn contained all of it, then there would be no monsters because nothing else can be infected with starscourge.
And then, the only reason Noct has to die is because the prophecy - the one Bahamut MADE UP - said so. The prophecy says something like "a life must be forfeit" except. That's Ardyn! Thats Ardyn whose life is forfeit! These two died to clear out the starscourge and it happened in the way that caused the most death and destruction.
Like, why the ten years of darkness? Can starscourge just do that? If so, why wasnt there eternal darkness in any other point in time? Did Ardyn unleash it? Why? I'm just not convinced it was necessary. Especially since you don't really get to experience it much as a player.
I feel like none of this needed to be this way (which is kinda confirmed in Ep. Ignis) so why did Bahamut - god of gods - do it this way?? Like, hes supposed to like humans, and youre telling me he pick the method that most certainly killed the most amount of humans. Im flabbergasted.
I bet this game is very popular with women
This is sort of one of those things where I have no idea how to descibe what something must be like to become more appealing to women, I just know it when I see it. I sort of had this impression women liked this game before starting ffxv, but i had no idea the extent of it.
And if the AO3 stats are anything to go by, it's very popular with women. As of my writing this, ffvii has 14k listed works (the remake has 5k) compared to ffxv which has a whooping 34k listed works. Thats an astonishing amount.
I hope its not news to anyone reading this that fanfic spaces are largely female dominated, and tend to be a soft indicator for whats popular among girls and women. I suspect ffxv owes a lot of its success to women who are new to the series, rather than long-time fans of the series.
I was basically halfway through chapter 10 (or about halfway through the late game) when it dawned on me oh, this game is super popular with women. And like, i kinda get it?
Even just look at how the main party is designed and characterized. Youve got four georgeous dudes that are tailor made to appeal to the broadest possible female audience. These four guys cover a lot of the traits women find appealing in men, utilizing a diversity of appearances and archetypes that women and girls tend to be into. Even if a girl doesn't like all of them shes probably gonna end up really liking at least one of them. And for sure this applies to any player to some extent but thats beside my point. bear with me here.
I dont think its a huge stretch to guess that women were involved in designing these guys. (From what i understand, Square has had women involved in their character design from day one.) my point being, this game has female gaze. Like a lot of female gaze. i dont think ffxv would have been nearly as popular with women if the main party had been designed by men. What women find attractive and what men think women find attractive are more often seperate than overlapping. If men designed the main party, we would have gotten Cloud 2.0 flanked by three variations of Gladio. Fr
People like Final Fantasy now??
So, i know i just made a point about this game being popular with women. But like, that doesnt account for the disproportionate popularity of ff now as compared to ffxiii. Like, for the longest time, ffvii was the crown jewel of the series. Nobody liked anything Square put out after ffvii. Nobody gave a shit about ff outside of ffvii. People are just now finally coming back around to the series and now the series sucks!! Ff games have sucked since like 2001 imo and now final fantasy is cool again??
People are sleeping on ffviii and that one is such a banger. Ffviii slaps. Even with the port to switch and ps4, no one is paying ANY attention to it. That game doesnt have any spinoffs or sequels or any new content but ffxv gets a movie and an anime.
Y'know, i used to think people who liked Twilight Princess the best were missing out on better Zelda titles, but at least in that series, how popular i think those games should be is like proportioal to how popular they actually are, y'know?
Whereas the better ff games seem to be forgotten to history while the popular ff titles arent necessarily the best ones or even good in the first place.
We've got three amazing characters trapped in a shite game
So. Here's my problem. I genuinely Love this game. Even tho its mediocre as far as open world AAA title, and bad as far as action games go. I still really like ffxv because theres one thing this game does good.
I think ffxv has some of The Best companion character mechanics of any adventure game i have ever played. And there are three of them. Gladiolus, Prompto, and Ignis are The Heart and Soul of ffxv.
Even though ffxv suffers from all the usual trappings of repeated context dialogue, AI jank, and model/rigging mishaps, none of those detract from the effort and focus put into just these three characters.
The voice work is divine. The dialogue is delightful. The mocap and animation is expressive. All three characters display a broad range of depth and emotion as the plot develops. Most of the game is just "vibing with your three best frens :)" and i genuinely fully bought into this premise. Gladiolus, Prompto and Ignis are my three best friends.
The impact of the entire back half of the plot hinges on the player being totally invested in these three characters. It explains a good chunk of the insane game design. It would certainly explain why the game is open world for the first half and linear for the latter half. The devs needed players become attached to their companion characters. That way, the story has a better impact when the stakes are raised. The problem is the best way to get players to like companions is in an openworld adventure, and the only sensible way to tell a high stakes story is a strickly linear game.
So in the first half, players spend a lot of time just... vibing. And then suddenly the plot kicks in and youre basically stuck on it until the game decides its done telling you the story. And it... almost kinda really works? Like, its weirdly effective. But this can only work if, and i mean IF the player develops a fondness for these three characters. And to me, that just seems like such a risky gambit for the basis of an entire game and plot.
So like, judging ffxv as a game that is a collection of mechanics, this game royally sucks.
But when i am about the face down the final boss, and the game asks the player to pick one picture to take as a memento, i spent a good fifteen minutes or so just looking through the one hundred and thirty odd pictures i had saved. These were pictures of all the times ive shared with the three best video game companions ive ever had. I realized at some point i had never taken the roleplay of a protagonist who cared about his friends as seriously as I have in ffxv.
A common video game story telling device is to take a basic function away from the player. The game does this eary on with the car. Like any other game that does this, it was mildly annoying at best and frustrating at worst. But ffxv does this again. In the final dungeon. assuming you chose not to skip it you have to go through the entire dungeon alone. No companions. This, to me, made ffxv final dungeon the most compelling end game experience so far.
Afterwards, the game sends you back in time to openworld roadtrip simulator half of the game. Ive never been more happy to indulge in a postgame experience. I was genuinely stoked to keep playing more ffxv, so i can continue vibing with my three buddies.
I was so enamoured with these guys I even did the New Game+. I've replayed nearly all the sidequests, bought some DLC, and beat the game again. I would absolutely replay this game down the road just to experience these vibes. The things that suck abt this game will probably be smoothed over in my memory as charming quirks of the title.
I love this game. It sucks. It's got immaculate vibes. I look forward to replaying this ten yrs from now when I've forgotten most of the game.
I just unearthed this section about ffxv. i think I was onto something here and I will add it to the ffxv review proper later.
An Addendum to the FFXV review
Amended: 2024-01 lord knows when i wrote this
Death as a narratively satisfying resolution
I dont thing ffxv has achived this with Noctis.
His death is tied to his reunion with Luna, a relationship that has not been properly developed within the game. His destiny to die is already preordained by an asshole god and this idea is not explored beyond characters reacting to the injustice. Maybe this would have worked better if Noct chose to sacrifice his own life to demonstrate his conviction after all the antagonists push him to that point. Maybe Noct earns his freedom by demonstrating hes more than just the sacraficial lamb the gods intend for him. I dont know.
Noct accepting his fate as an offering to be slaughtered comes dangerously close to feeling like he is giving up. Hes already lost almost everything else. What is there to do but end his misery?
Lets set that all aside.
The gameplay of ffxv places as much (or more) value on the player's relationship with the companion characters than Noct's relationship with the same characters. As ive mentioned before, the emotional core of ffxv hinges on the player getting attached to the companion characters. As a result, sometimes Noct disappears as a character and exists solely as a player avatar.
If we take this to its logical extreme and remove Noct from the narrative, then what we have left is the player's relationship with the game. The characters only exist to respond to the player. The world only exists as an environment for the player to explore. The game only exists when the player is playing.
So, when we reach the end of the narrative, death of the player avatar is perfect as a resolution. Theres no more game left. You dont need the avatar anymore. He dies when you turn the game off.
I dont think its a stretch to say that this is probably not the intended reading of the end of the game's narrative. But im the kind of person who got introduced to to the PC as a player surrogate vs independant character dichotomy years ago and this concept has been living in my brain ever since. The bizarre shift in gameplay in service to the plot halfway through the game is what got me thinking about this meta-narrative in the first place. So naturally i began thinking about what the player's relationship was to the PC and the rest of the game.
Ffxv really cared about curtailing an experience for players to interact with their characters, especially the main three companions. Any characterization Noct has seems entirely incidental because it frequently takes a backseat to the experience the player is meant to have. To me, it felt like the game wanted to speak past Noct and talk directly to the player, but the game was too self-consious to commit to that idea.
This was most apparent to me in the final dungeon. The antagonist is constantly throwing taunts abt how alone the protag is. Since Noct showed very little affection for his companions (at least within this game), the comments didnt really land. In fact, Noct shows very little response to all that. Instead, those taunts were effective to me personally. *I* was the one who was affected by theira absence. *I* was the one who iniciated all those memorable moments. *I* worked hard to make this team work. Noct didnt really do that. He didn't show any interest in any of that. Without really intending to, ffxv talked right past Noct and directly to me.