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Does Final Fantasy 16 And Its Turn To Pure Action Bear Labyrinthos-Level Fruit?

Platform: PS5
Genre: Action RPG

The Final Fantasy Japanese role-playing game series have always evolved and got with the times, changing for better or for worse. From turn-based to active time battle shenanigans, and from simple plots to 11-character stories interweaving into one major arc, Squaresoft/Square Enix does not shy away from rocking the boat when it comes to its meal ticket.

So what happens when it’s rocked so hard, it possibly lost sight of what it truly is? Well, one could argue that the latest Final Fantasy 16 is doing that. But given how past titles like Crisis Core FFVII and Final Fantasy Type-0 during the late PSP era days were using real-time action systems for its RPG base, it just feels like a natural progression and a bold move, if I’m being honest.

Hell, the last entry (Final Fantasy 15) is less reliant on menus with fights going in real time and warping sword action that could make Dante blush, so it’s only a matter of time until the next game took some form of real-time inputs, making its fanbase adapt with on-the-fly decisions. So why not get the folks who made character action games (like ex-Capcom combat designer Ryota Suzuki and the PlatinumGames group) to handle that huge portion of the game to spice things up? Leave the storytelling to RPG veterans like SaGa series battle director Hiroshi Takai and FFXIV scribes Kazutoyo Maehiro and Michael-Christopher Koji Fox who want to make something a little different and boom! Final Fantasy 16.

Is it a good kind of different though?

 

Fantasy Strike

Final Fantasy 16 is focused on the warrior knight Clive Rosfield as he goes through a lot of hell in his life. After experiencing a tragedy during his younger years serving as a Shield for his brother Joshua Rosfield, he gets embroiled in a quest to free his fellow Branded from oppressive leaders and nations all across the world of Valisthea. Joining him is his childhood friend Jill, his loyal attack dog Torgal, his mentor Cid, spymaster Gav, and a slew of other heroes I won’t spoil because this is a game I’d recommend going in blind. Particularly if you’re into the style of JRPG storytelling.

FF16’s story is packed to the gil with drama, intrigue, violence, and a lot of dark fantasy motifs with political intrigue laced in most of its script. Director Hiroshi Takai, producer Naoki Yoshida, and many other leads of the project went for this dark path; while FF has its share of dark themes (see FF6 and FF10), this one’s clearly influenced by mature fantasy shows and series like Game of Thrones. I’m all for it; the game’s plot is played straight and knee-deep in gravitas. There are a lot of fantastical elements and tropes like the series’ Summons playing a major part here while contextualising the world perfectly. Its worldbuilding is made easy to digest thanks to the Active Time Lore prompt you can activate whenever you pause a cutscene and need to take a breather.

Just like with Final Fantasy 6 and Final Fantasy 10, the plot is well-structured here and will captivate you from start to finish; 30+ hours give or take. Keep in mind, however, that this game loves its cutscenes so your mileage may vary.

But what of the game though? Thankfully there’s a lot of it, and it all revolves around Clive hitting things with his sword and magic spells. This Final Fantasy title eschews classic menus and turn-based/action hybrid systems in favour of just turning into a character action title not unlike the Devil May Cry series, though it keeps its linear dungeon designs and semi-open-world overworld segments intact. You have regular attacks, evade, parry, and even have special character action staples like enemy jump steps, charged melee and ranged attacks, and even a lunge that’s basically Dante’s Stinger move.

Clive is what you call a one-man army in Final Fantasy 16. He starts off with Phoenix powers, but throughout the course of the story, he will gain Eikon powers he can switch between, from the Wind-based Garuda to the Earth-based Titan. He will get other elements each with their own playstyles and attacks. The Dark element lets you switch to an attack that initially seems weaker, but deals huge burst damage if you accumulated enough power from its set of Dark powers. The Ice element lets you do a dash that freezes enemies in the way.

Each Eikon/Element has its own trademark skill mapped onto the Circle button; Fire has a teleport, while Wind has a grab move that’s basically Nero’s Snatch. There’s also a Stagger mechanic similar to FFXIII; hit big enemies enough and deplete their defense, and you can stun them for a few seconds for you to use your best attacks and spells against them. Each of your skills have both a regular and stagger damage value; some of them are better at killing smaller foes who hang out in groups, while others are single-target and are better counterattack options that weaken their defense meter significantly. Suddenly, unlocking these powerups and Eikon powers becomes a selective process, as you need to mix and match ones that fit your playstyle and the boss you’ll be facing.

With a good amount of skills you can unlock, you’re sure to find three combinations of Eikons you’ll mostly use from start to finish; personally, I just went for Fire, Earth, and Lightning for the mid and endgame. Fire spells like Ignite lets me charge through enemies like a fiery caboose, while Earth lets me pull off sick blocks and armoured moves to stagger enemies quicker. You can also command your dog Torgal to attack and continue your combo if you’re juggling foes; combos are easier to do the more Eikons you unlock.

The best part after you’ve sunk 30+ hours into the main game? You can experiment further when you open up the game’s New Game Plus mode called Final Fantasy Mode, where the level cap is up to 99 and you can fight tougher enemies with all your unlocked skills.

If this still all feels overwhelming to you and want some time-slowing prompts, you can opt to equip the special Timely items that either slow time down for you to press the evade/parry prompts, make you auto-dodge, and more. You get them at the start of the game, and with the action being pretty challenging, there’s no shame in using these if you’re just before entering a tough fight.

And the majority of these fights in the story are nothing if breathtaking, especially with their accompanying epic scores and visual splendour tech Square Enix and its partners are renowned for.

 

Big Mode

Not only do you fight as Clive with his sword alongside Torgal, you will also control Clive in his Ifrit Eikon form in epic setpieces and fights clearly influenced by the Godzilla series. These kaiju-sized battles showcase Square Enix’s talent for all-out flair and action sequences. You’re going to want to take a breather after one of these battles because they control great, they know how to test you, and offer their series of challenges that make you use your Eikons to the fullest. The quick time events in the middle of bouts also accentuate the fights themselves, not wearing out their welcome but also making them a treat to witness and participate in.

You’d be shaken to the core as you witness what Ifrit can do to other Eikons 10 times his size, and ones that can fly and shoot “ion cannon lasers”. Or seeing classic FF beasts of yesteryear getting the epic FF16 hyper-action treatment; I know I was. You’ll even chuckle at some of the picks for optional boss fights in the form of Hunts (search for a high-level target in corners of Valisthea), as some of them are lovingly-made classic FF references. And keeping true to older Final Fantasy games, the reaches of space are somehow involved. You really have to be a joyless rube to not be impressed and entertained by these spectacles.

Having said that, there is some padding in the main quest with some fetch quests and extra fights the game could do without. However, you’re given the option to fast travel and the loading’s super-fast, so it’s more a nitpick than an actual pacing problem. Some sidequests are worth partaking in, be it for extra crafting rewards, some insight into the grim world of Valisthea, or additional unlocks like the Chocobo mount which speeds up travel time exponentially.

 

Amazing Fantasy

To answer the title of this review: yes, Final Fantasy 16’s action gambit bore ripe and juicy fruit. Final Fantasy 16 is a stellar and noteworthy entry in the series that’s just as impactful as Final Fantasy 6 and Final Fantasy 7’s debut back in their respective heydays. And that is not a statement I make lightly, given my knowledge and fascination with the series stemming back to its landmark SNES days.

FF16’s real-time action combat might be a huge left turn for those used to the game’s active time battle-esque system in the heyday, but it’s fun to get into and has its slew of mechanics that will entertain and challenge you. It has everything you want out of a semi-linear role-playing game: action, challenge, a fun battle system, an epic self-contained plot using many of Final Fantasy’s established tropes but with a grimmer slant, and a breathtaking score that’s sure to win music composer Masayoshi Soken a ton of year-end awards. The game could use a slight trim at some parts, but the overall package is just too good not to buy a PlayStation 5 for.

Final Fantasy 16 walks that fine line of style and substance with grace: it’s a visual and audio splendour attached to a fresh game perspective that’s familiar yet fun, tailored for new players and veterans of the series who welcome change.

 

Pros

  • Sublime musical score.
  • Lovely graphics & world-building.
  • Appropriately dark plot catered for older RPG fans.
  • Awesome combat system with a fair challenge level and replayability.
  • Fantastic setpiece battles & “kaiju” fights.

 

Cons

  • Some dungeons can be a bit dark and muddy navigation-wise.
  • Noticeable padding in quests.

 

Final Score: 90/100

Review copy provided by Sony PlayStation Asia. 

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