Game Ramblings #173 – Final Fantasy XVI

More Info from Square-Enix

  • Genre: Action/Adventure
  • Platform: PS5

I was thinking about Final Fantasy XV a lot while playing this game. Not because they’re at all similar in gameplay – because they completely aren’t – but because they shared one thing in common in my head. They’re both glorious clusterfucks that I simply could not stop playing and ended up one of my favorite games of late. I can’t necessarily explain well why that is, but the game kept its hooks in me despite what are some fundamental problems with the overarching game.

It’s obvious at a glance that this isn’t your normal Final Fantasy. It’s distinctly not a JRPG. I would argue that despite it having leveling and gearing and stats, it’s not even an action RPG. None of that stuff actually ended up mattering to combat. What it is to me is a pure action game. It’s a weird blend of Bayonetta and Devil May Cry, which makes a lot of sense given members of both teams were involved, where neither side of that equation really wins out. That’s where the problems come in.

The DMC side is evident in the way that overall combat flow works. It’s heavily combo based with a strong emphasis on defensive parry and dodge mechanics to minimize damage. Overall this works very well. Enemy tells generally pretty obvious without being too easy, though overall there isn’t enough of a penalty for failing to avoid damage. There’s mechanics in place to stun enemies that really encourage smart use of your entire toolset. There’s a good mix of secondary abilities that allow you to modify your combat style to your preference, ranging from gap closing teleports to shields to elemental abilities that further help stunning. However, the combo system overall doesn’t have much depth, so it fails to live up to the full potential of DMC.

The Bayonetta side comes in during the very obvious set piece boss fights. Parts of most boss fights are traditional combat, but more often than not at least half the fight is a basically impossible to lose set piece where you’re fighting things of ridiculous scale. Those are the kaiju-style fights that were seen in a lot of preview footage. While they are ridiculously easy, they’re so exciting and visually spectacular and completely over the top that it really doesn’t matter that you can’t lose. It’s worth it for the experience of the fight, and in my brain was easy to rationalize away as the reward of getting to that point. However, because the game is fighting against the needs of the other systems, there simply aren’t enough of them. Their timing is predictable, but the time distance between them means you don’t get the pace of excitement of Bayonetta.

The traditional Final Fantasy side comes in leveling and gearing and side quests. Side quests (both NPC-granted and in the form of special hunts) is the way that you get materials to create the best gear. However, the NPC-granted quests at least are generally just in the form of boring fetch quests, so unless you’re a completionist there’s very little reason to want to finish them all. Leveling and gearing is gears at the inclusion of stats, but none of it ever felt impactful. Obviously by end game I had gained a large amount of stats in both to have an impact on my power curve, but the progression of it through each upgrade was so small that it was only the totality of it that felt important. Trash and bosses at the beginning of the game took about the same amount of time to kill as at the end of the game. If they’d have had a flat power curve and completely depended on player skill to get through the end of the game, I don’t think the experience would have been diminished.

I know reading that it probably seems that I shouldn’t have liked the game that much, but I really can’t explain why I ended up absolutely loving my time with the game. There’s an inexplicable pull to moving forward in the game that I can’t explain beyond it being one of those magic “good game” things. Trash was just fun to fight, despite having done it 1000 times before. Bosses were so spectacular that I wanted to see the next one. Exploring the way I could integrate new elements into the way I fought was interesting enough despite not having a ton of depth. If there’s really one criticism I would point at, it’s that I think the game wouldn’t have suffered from slimming down the side cruft and making it more linear of an experience. The core that is there is fun enough that it didn’t need the hamfisted smashing in of traditional Final Fantasy, because it just didn’t need it.

If there was one part that really missed for me though, it was the story. It’s not that it was bad, but it just felt underdeveloped. The whole bearers hatred in the game was an obvious attempt to hit on racism without actually tackling racism as a subject. It wasn’t even handled poorly, but felt kind of pandering to be doing a racism-focused story in 2023 where the focus of the racism could easily hide in their society. It probably didn’t help that a lot of the acting was pretty stiff, which may be an English problem but was kind of noticeable. The game also just ended at the end. This is unfortunately common in a lot of games, but wish that more games gave me a solid playable epilogue so I could at least see some of the results of what I did, rather than just leaving it to the imagination. I want to see the effect my actions had, and it feels hand wavey to the max to just end. The story just ended up being fine, which wasn’t really up to the spectacle of the rest of the game.

It’s likely to go down as one of the most controversial games in the Final Fantasy series, simply due to its departure from the style of the past, but I think Square has made a good decision here in reestablishing that Final Fantasy are at their core extraordinarily well produced games of any style at their core, and not just RPGs that have stick to a set of conventions to get by.

Game Ramblings #27 – Final Fantasy XV – DWGames

I said that at the end of my ramblings about Final Fantasy XV, and boy could I not have imagined how much further they would have gone with the next game in the series. This is an even more spectacularly far departure from the past, but I think it still holds true. Final Fantasy is where they show what happens when they put their whole studio effort behind a title. It may not be what everyone wants but the result of the effort is evident. The game is obviously the combined effort of Square pulling together members of a white variety of games and the result is something completely wild. This is a game that is a glorious clusterfuck, but it’s a game that I could not put down and it’s a game that I easily recommend.

Game Ramblings #167 – Dragon Quest Treasures

More Info from Square-Enix

  • Genre: Action RPG / Adventure
  • Platform: Switch

When I’m travelling, I look for certain types of games to play. They don’t necessarily have to be the best game ever, and I’d honestly rather they not be since my play sessions are inconsistent. They should have a relatively short metagame loop so I can play in both 15 minutes and multiple hours as I can manage it. They absolutely need to be portable since I’m not lugging consoles or a desktop with me. Treasures ticked all those boxes. It’s definitely not going to win game of the year, but it’s a game that became so easy to fall into that I was surprised how fast I managed to complete it.

This game is the strangest mix of Pokemon and a treasure hunting game, and it somehow manages to work out alright. Your goal is ultimately to find treasure, but the other half the game can’t be ignored in the pursuit of riches. You use your party of typical Dragon Quest monsters to both fight things around, as well as to use their abilities to assist you in getting to and searching for more treasure. How that loop works out is really why this worked well for me as a vacation game.

The overall metagame is a series of treasure hunts where you go out, fill your inventory, and go back to your base. Each trip is capped by how much treasure your party can carry, and in some practical sense by the fact that the farther you get into each level the stronger the enemies are. During each hunt, you’ll eventually start getting attacked by rival hunters trying to steal your treasure. This ends up encouraging you to be fast in gathering treasures, and fast in getting back to base. As a loop this takes place in roughly 10 minute intervals and it’s incredible how infinitely repeatable this can be. If all you’ve got time for is one loop, it’s just a fun distraction but you still make forward progress. If you’ve got time for more, you can instead settle into achieving specific goals – grabbing specific treasures, finishing specific side quests, finding specific party members, etc – that you can focus on over longer periods of time.

In a lot of ways, the Pokemon aspects of it feel intentionally placed because this is one of the reasons that I really enjoyed Pokemon Arceus a lot. It never felt like my time in that game was being wasted and it also never felt like I had to really set aside time to make meaningful progress. Everything I did was valuable to my overall progress, and it allowed me to enjoy the game at any time in any situation. That is what makes a perfect travel game and this really nailed it, whether or not that was intentional on the developer’s part.

Because the core loop worked so well, the rest of the game just kind of had to not get in my way. Combat is simple, but effective. You basically attack and dodge, and that’s really all you need to worry about. There’s a neat slingshot secondary weapon that can be used for offense, but its more interesting use is to buff and heal your party on the fly. Your party have all of their own unique abilities tied to the monster design, but it’s all more or less irrelevant to the combat structure. The only one I really focused on was making sure I had a healer so I could focus my efforts on damage as much as possible. Monster collecting is more RNG-focused than I’d prefer, but you generally get monsters at a decent rate. Their ability to join your party is tied to a bit of a frustrating item trading system, but you end up getting so many items in a normal treasure hunt that it isn’t overly time consuming.

If there is one thing that I could point at as being incredibly frustrating though, it’s that your base can be attacked. It’s not that this was difficult, but the last thing I generally wanted to do after dumping my treasure back was to have to immediately be in combat. It was probably more frustrating that because it generally wasn’t challenging it just slowed down my pace and prevented me from getting back out into the field. There’s a similar annoyance while in the field where you can be attacked by random rival hunters, and it’s another case of not really being challenging and mostly just being something that slowed my pace. However, I didn’t really have major issues outside of those things.

This one I guess ends up being an easy recommendation in a lot of ways because it just kind of works pretty well. It’s got a fun core meta loop, a decent enough monster collection aspect, decent enough combat, and really tries its best to not get in your way. It’s no game of the year, but because of that I also wasn’t worried about trying to book large gaming sessions to dig deep into it. I just kind of hopped in and out as I could, and because I was having fun it became more hopping in than I really expected. Because it was a travel game, it also really just fit really well into some of the smaller gaming sessions that I had that were typical of my time availability. Given the holidays are over, there may not be an opportunity to play a kind of “travel ready” game for a while, but this is a good one to keep in mind the next time you’re doing so.

Game Ramblings #165 – Star Ocean: The Divine Force

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Windows, Xbox One, Xbox Series X|S

This is a very particular type of game in that I don’t think it’s necessarily a good game, but it was a generally fun game. It doesn’t really do anything all that well. It’s generally a pretty absurd experience. But despite that, it’s never really a huge issue to play, at least until the end. However, that’s tri-Ace in a nutshell over the past few decades, so I guess I can’t really say I was that surprised.

I say until the end up there because I never actually finished this game. Per my PS5 tiles, I finished at around 94%. What this ended up suffering from was really a case of “but wait, there’s more!” Not that it’s unusual for a JRPG, but this had too many false endings. I’m pretty sure I’ve killed the main baddy three times already and was lining up for another. However, I hit another surprise dungeon that involved my two least-favorite JRPG tropes – removing your party and making you re-fight bosses as unnecessarily tanky versions.

It’s one thing to do either of those, but both at once is obnoxious. After spending 30 or so hours getting a party setup I want with skills that I want, the last thing I want to do is have to figure out how to fight with a now weaker party or one with different mechanical pros and cons. What I really don’t want to do is then redo fights I’ve already done. Not harder mind you, just longer. Not more interesting, just more boring.

Of course, that gets us to where I don’t really think the game is good. One of the bosses in this section is a great example. It has a mechanic where it splits into four around a target, then attacks toward center. As the player, I can dodge out of it fairly easily, regardless of taking some damage. If you aren’t the target, you just….have to stand around waiting to avoid damage. The AI really loved just pulling a Leroy Jenkins here and getting themselves killed in super tanky refight variant. So what’s the easiest strategy? Let them die and be just me and a healer, because the healer will always stay back and I will always be targeted, and there’s nobody left to die. So in this case, bad AI with bad tendencies and lack of situational awareness just makes for a draining fight.

Outside of situations like this though, the game is fun despite the jank. Combat is extraordinarily fast in a way that even the Tales games don’t approach. Is it pretty button mashy? Sure is! Does that make it fun? Sure does! This is backed by some skill tree and skill strengthening that does enough to make sure you remember there’s a JRPG in here somewhere, while also giving you some flexibility in steering your party’s play style. Traversal is largely the same. You sprint like a fucking psychopath through an environment that is far larger than it needs to be, then you’re given the ability to fly like a super hero. Does it make any sense? Nope! Is it fun? Yup!

So, this game exists in a weird dichotomy. It’s not particularly good. It’s incredibly janky. It has a really bad ending sequence. But despite that all, it manages to be fun. I guess in that respect I can’t really recommend it but I don’t think it’s a bad thing that it exists. It may not be a home run, and certainly doesn’t have the life of better supported mainline Square-Enix series, but it at least gives me some hope that the series isn’t just abandoned, and within the quality bar the series usually sets it doesn’t even end up being that bad. It’s a strange one.