Their side game, Stranger of Paradise, is a far better action RPG than FF16, tho.That's what their side games are for.
Their side game, Stranger of Paradise, is a far better action RPG than FF16, tho.
FFXVI-II with those kinds of gameplay systems would be neat.Gameplay, yes. It has tons of different weapons, a party, job system. Its pretty cool having the correct skills and magic at your disposal and nuke your enemies.
It looks hideous though. But okay, its a lower budget game. Square could incorporate this gameplay and equipment system in FFXVI and build a decent adventure around it.
I didn't really care about them being an RPG, action RPG, action game etc. I just wanted a great story with an interesting world that invited you to explore it, and rewarded you for doing so. They built large and somewhat asthetically interesting worlds in both games, but gave no reason to explore them, no intrigue, no mystery, no loot or pointless loot, incredibly boring characters, and dull side quests, they fleshed them out with various steps and dialogue, but they were so so so so dull. Rebirth in particular was also subject to the worst elements of Ubisoft open world design with incredibly frustrating map design and traversal mechanics. A lot of this was fixable, they build a great world and dropped the ball on so much critical stuff. For loot and exploration they needed some people from Elden ring, and quest design and story telling, I don't know where to start, half the time it felt like it was written by an intern, or programmers had thrown together a questline. People complain about ai not being a great writer or lacking soul, but I done and seen far far more interesting stuff from ai than the slop these supposed professional writers were paid for for these games.Rebirth is subjectively bad as an RPG, XVI is objectively bad as an RPG. That's the difference.
Once you don't care if the game is an RPG, all bets are off.
I didn't really care about them being an RPG, action RPG, action game etc. I just wanted a great story with an interesting world that invited you to explore it, and rewarded you for doing so. They built large and somewhat asthetically interesting worlds in both games, but gave no reason to explore them, no intrigue, no mystery, no loot or pointless loot, incredibly boring characters, and dull side quests, they fleshed them out with various steps and dialogue, but they were so so so so dull. Rebirth in particular was also subject to the worst elements of Ubisoft open world design with incredibly frustrating map design and traversal mechanics. A lot of this was fixable, they build a great world and dropped the ball on so much critical stuff. For loot and exploration they needed some people from Elden ring, and quest design and story telling, I don't know where to start, half the time it felt like it was written by an intern, or programmers had thrown together a questline. People complain about ai not being a great writer or lacking soul, but I done and seen far far more interesting stuff from ai than the slop these supposed professional writers were paid for for these games.
Never made it to the end, sank in a huge amount of time about 2/3rd through. Then kinda bailed out.Yeah, just strong disagree then, the gameplay matters a lot to me, and Rebirth at least had a fun party/battle system that leaned into RPG elements, where that was missing entirely in XVI.
Exploring in Rebirth also yielded worthwhile rewards, like the story elements from the Gilgamesh, and also Queen's Blood, which was fantastic, possibly the best side game in a FF to date.
I also loved the end of the game, it felt a lot stronger than Rebirth. Exploring the Temple of the Ancients, the first dungeon that was actually fun and reminded me of a real FF dungeon. Plus getting the dark back stories to each party member at the end was great too.
Definitely felt the second half of Rebirth was super strong, the water chocobo was also fun to fly around with and explore. Where the 2nd half of XVI I was pulling out my hair for.