Wol
None Shall Remember Those Who Do Not Fight
- AKA
- Rosarian Shield
After the absolute shitfest that was Bayonetta 3, I cannot stress how happy I am that FF16 delivers on the kaiju battles in the way that it does. Soooooo fucking cool.
Leaving Cid's camp is when it feels like the journey really starts for me. The game has settled into a cozy rhythm. I have to say, I haven't felt like I've played a Final Fantasy game that has felt like it has this kind of take off since PS2 era. The world feels properly lived in. This is something that deserves to be commended, I think!
I'm kind of surprised at how quickly plot elements are unraveling. I figured that the irony of Clive not knowing that he was the one who killed his brother would be drawn out and pay off much later in the story. Same with Joshua being the hooded guy, which was easy to predict. I figured both these revelations would be more climactic, given how the premise kinda hinges on that suspense. Hard to say anything about this yet until I know where this is all leading. I just beat nega-Clive/Ifrit and the beats of the story are feeling a little strange. It was cool and bombastic and all, but was like... he learned the truth several story missions ago? And despite being kinda sad about it, he was basically still going on doing what he was doing before the revelation. Idk man.
Cid is anarchist daddy. I think he might be the best Cid tbh.
Jill is like, the girl next door with no personality and little motivation. Her reaction to learning that Clive was responsible for killing Joshua and essentially ruining her live was amounted to a shrug, more or less. It was super weird. Maybe she'll become more intriguing as time goes on? Right now, she feels like an afterthought that's just sorta there to give Clive a love interest. I don't find their relationship romantic or heartwarming at all. I guess they have sexual tension that somewhat mimics regular people, which is kinda novel for this series.
Also idk, so far the lore is pretty easy to follow, despite a decent amount of jargon but... at this point Pheonix, Ifrit, Shiva, Ramuh, Titan, Garuda, and Bahamut are all tied to central characters who all happen to have pre-existing relationship with one another. Is this just the case of all the important people happening to be within proximity to one another for the sake of convenience, or am I missing something here? I feel like a bit of exposition as to how these people came to be the way they are, and how they feel about it (other than Clive and maybe Joshua) could go a long way.
The combat has really grown on me and I am definitely liking it a lot more. I think its a very good foundation for a more robust system (that maybe includes controllable party members, status effects, buffs/debuffs etc). Despite not being turn based, the flow of battle has an almost turn based back-and-forth to it. Neat and cool!
The environments have a range which i think work right now. Most of it has been kinda generic fantasy looking landscapes, but when the art direction pops it really pops. Things seem to be opening up more slowly.
On side quests: I have seen complaints about them. Are they warranted? ehhh yeah, kinda. They arent great. I don't feel super stoked to be embarking on them. One thing that really bugs me is that I think it's a little silly that I have to select through a prompt to give the quest givers their shit when there's only one option.
Are they a step up compared to FF15? Undisputably. Are they better than FF7r? Honestly, yeah big time. I think the writing behind them is a lot more natural compared to FF7r, which I found largely very cringe. They do a decent job with situating Clive+Co as part of a living, breathing community that gives it that Final Fantasy oomf if you know what I mean. The narrative justification for them seems fine, and they try to make sure they flow in tandem with the main objectives. They also seem to come into clusters of a few at a time, and often laid out in a way so that it's convenient to knock through a couple at the same time. In that sense, they've been mostly inoffensive so far. That said, it still fails to address more structural issues.
The side quests structure of its game design philosophy has seemingly replaced any consideration for level/dungeon complexity and map exploration. You get to know the world by doing random crap for NPCs, instead of discovering little secrets in the geometry of the map. I mean you can, but unless I'm really missing something, the chests suck. The rhythm is that you do a few main story events, which then takes you to a new map, at which point the game offers some side quests to do before the next few story events. If you want to wander off the main path, the side quests are there to kinda tell you when to do that. They are delineated via map markers and priority lists, just like any other dime a dozen AAA video game. This isn't exactly a FF16 problem per se, it's more an issue of big budget games recycling trends which lead them all to feeling the same. This maybe more of a western prestige thing that FF16 maybe chasing? Either way it's super lame, but not anything I didn't expect from the trailers or gameplay footage.
As a whole I'd say the side quests structure is a cut above the rest of the entries preceeding it (going by FF7r and FF15 here). Maybe it's nostalgia but I felt like my favourites in the series were more mold breaking and doing their own thing. FF16 feels like it's completely in complete lock-step with the trends of the rest of the market, some of which are off putting, ya know?
Either way I'm finally properly into the game. I guess I'll have more final thoughts when I'm nearer the end. Sneaking into Oriflamme via some mines right now.
About the sidequests and Cid being Best Cid, totally agree. They stand out for the amount of world-building and character development and they progressively get better. The last ones I'm doing are either revealing revelant lore, opening inaccessibile areas or showing truly touching scenes between characters.
I highly reccomend doing Vivian's Inconvenient Truth quest, if one really wants to blur what they understood about Bearers and how the slavery system came to be. The Undying II has you visit a village of cult members.
All the secondary NPCs (Gav, Otto, Tarja, Jote, Gaute, Charon, Martha, Wade, Blackthorne, Harpocrates, Goetz, Nektar, Isabella, Quinton, L'ubor, etc) have their own stories and you really get a sense of family and community. The fact I can easily remember all these names shows how the game didn't simply throw a bunch of people to fill out space. Might be the strongest side-cast of the franchise.
Edit: The attention to detail also extends for field npcs, their dialogues get regularly updated to reflect important story events.
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