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FINAL FANTASY XVI |OT| Ifrit Bleeds We Can Kill It

Are you playing in Quality or Performance mode?

  • Quality

    Votes: 274 59.8%
  • Performance

    Votes: 184 40.2%

  • Total voters
    458

GrouchyGamer

Neo Member
Finished it about a week ago. Best graphics and presentation ever IMO. The real time cinemas just hit different than prerendered stuff.

Some of the environments were next level, like the castle near the end on the bridge with the crashing waves and the lightning strikes lighting up the whole environment. The darker environments in particular stand out when playing on an oled in a dark room. My number one complaint visually is that stupid pink sky filter that shifts way too fast and ruins the near perfect look some of the environments would otherwise have.

My hope is for the eventual PC version they make the entire map traversable, getting rid of those blue beams that take you to the world map, and give the option to turn off the pink sky.

Music was top shelf, no surprise for a FF mainline game.

Side quests were a grind but optional. Big battle sequences were the best ever in gaming for me. Plenty of smaller flaws have been pointed out are legitimate but not enough to bring down the overall experience too much. This is still GOTY so far. Tales of Arise was probably my GOTY in 2022 for reference.
 
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Yea, even though I'm not too keen on the adult Clive outfit, the biggest thing for me is how much he stands out. Going into town all recon mode with his Uncle, let me just put my hood up... Like what? lol. Everywhere you go there's like 30 people, dude stands out like a sore thumb. Just goofy as hell to me.
I just chalk this up to a 'main character' issue in video games. Nearly every Assassin after Altair (even Ezio) looked way too dressed up or plain jarring compared to the NPCs around them, yet the minute they put on the hood they were 'invisible' to others. It's either having your character model stand out, or your character model ends up looking too plain, for example Sam Fisher in Splinter Cell Conviction.

ss_931f84fea0ca3c70357d5ea11c87fb8bf36b3278.1920x1080.jpg
 
I just chalk this up to a 'main character' issue in video games. Nearly every Assassin after Altair (even Ezio) looked way too dressed up or plain jarring compared to the NPCs around them, yet the minute they put on the hood they were 'invisible' to others. It's either having your character model stand out, or your character model ends up looking too plain, for example Sam Fisher in Splinter Cell Conviction.

ss_931f84fea0ca3c70357d5ea11c87fb8bf36b3278.1920x1080.jpg
For sure, good call. It do be like that most of the time, lol.
 

Kumomeme

Member
want to touch about basic stuff like controll etc. not saying it bad, it is good but it has few 'basic' stuff that i personally believe what could and should be even better:

  • control scheme - initial control scheme is really weird and jarring, particularly toward players who already used to common action game control like souls game on market. lot of people prefer O button for evade than R1 for example. personally, i rather keep my thumb on pressing stuff that required keep fast reflex like attack (square), jump (X) and evade(O). so it is very jarring that evade button is suddenly on index finger R1 instead. patch 1.03 add more control scheme, personally D layout with O evade and R1 for Eikon skill is better BUT, it can still be improved as the jarring aspect still presented on other button layout. the dpad command can be improved or fix. personally, even after i spend dozens of hours in game and complete it, i still occassionally make a mistake of mistakenly pressing high potion instead of ordered Torgal to heal. it feel jarring and hassle that everytime i need to press left Dpad beforehand to makesure i didnt forgot shift control to Torgal which is i wish it is can be set for default or, for me it is better Dpad is only specifically for potions like how other game handle healing (like Horizon) since DPad should be another quick press button. L2+Dpad should be the Torgal control button instead. so can avoid to misspress button between Torgal action or potions. L2 for Eikon change is weird for me as pressing shoulder trigger doesnt feel snappy enough in fast pace fight as player need to press the shoulder button much further in. it is better on L1 for me. let us can toggle between L1 and R1 to cycle between eikon so even if player missed the Eikon selection that they want they can roll back quick instead of spamming L2 again. put Eikon skill on R2 instead. it should fit like a glove. enemy lock should on L3 as how it is usually been. it is feel jarring on L1 IMO.
  • character control - the character sprint automatically on overworld. would be better if it allow us to sprint by our own choice. for example when we want to move fast in town. R3 is can be used for the button. change L3 outside of combat to initiate Torgal to guide us to where to go. also i dislike how when we lock enemy, Clive slowdown its movement abit. i avoided using it for whole game because i dislike it. the movement should remain same except the camera is only locked on the enemy. the camera also automatically stay behind Clive which is annoying but patch 1.03 fix this which is great quality of life improvement. Clive also automatically enter combat. this is one of issue with initial launch of Witcher 3 because Geralt would sheathe its weapon automatically and he reduce his movement speed to favour combat stance resulted he move slow and hard for player who has no intention to fight any enemy along the way to get away(they patched this later by allowing player to sheathe/unsheathe weapon by their own). FF16 also has this issue but atleast Clive doesnt move THAT slow which is bearable and can be ignored but after long hours of gameplay sometimes it can feels annoying. allow us to sprint on our own volition would be good fix. also would be great if we can sheathe or on sheathe our sword by our self(or in another word, let us decide by ourself whether we want to enter/engage in combat or not). for example when we meet monster along the way, until we press Square, Clive wont draw it sword and initiate combat stance. press R3 to sprint, Clive will unsheathe and immediately sprint away.
  • X button for jump and interaction - this has similliar issue as FFXV which is im suprised present in this game. i made lot of funny mistake of jumping infront of NPC or gate/chest due to this. personally i rather has Triangle as interaction button which is, better for me as it wont get jumbled with X for jump button. or, keep X for interaction but allow Triangle for jump in control scheme like in FF14 does. either way as long same button doesnt share different purpose(jump/interact)
  • enemy variety - there is less enemy variation in the game. it remind me of GoW. different skin, same pattern. the reason why i quite playing that game. but atleast FF16 combat is better, and enemy organization is better. but it still has same pattern until end of game. different look but same movement and attack moveset, mostly humanoid, and always end with big bulky tank enemy that can dash foward as last 'boss'.it feels repetitive. such a shame since there should be more variation of monster type available through the game.
  • day and night cycle - honestly it would be really nice if this was available. FF16 dropped the ball in it. feels like a waste opportunity. i understand why they didnt want to put it, for scenario purpose which is makesense. but if when we player was in the area for storyline purpose especially for first time, it is fine to has static day/time cycle but afterward when player come for side quest or hunt, it would be nice to has day/night cycle. it is also time to use Clive's fireball as lantern like how Dragons Dogma does.
so far this is what i believe personally that would make the game feels like a butter when we hold the controllers IMHO. would be awesome if all of this available on remastered edition version on PC later.
 
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I decided to try the auto-battle ring just to see what the CPU could come up with when pressing just square(and see if it would show me any new combos), and it's very telling that even the CPU doesn't bother using Blind Justice at all, because of how much everything else outclasses it as a skill. I even tested it with no other Eikons, and still not a single use.

Blind Justice is Lightning Eikon Ramuh's Circle button skill
 

FoxMcChief

Gold Member
So I’m trying to pretend I don’t hear that awful sound.

Just fought Shadow. Wow. Getting there was a boring chore, but wow was that a cool battle.
 
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The Fuzz damn you!

Gold Member
I decided to try the auto-battle ring just to see what the CPU could come up with when pressing just square(and see if it would show me any new combos), and it's very telling that even the CPU doesn't bother using Blind Justice at all, because of how much everything else outclasses it as a skill. I even tested it with no other Eikons, and still not a single use.

Blind Justice is Lightning Eikon Ramuh's Circle button skill
Pretty sure that ring only triggers abilities, not feats. I haven’t used it, but can’t imagine it would trigger phoenix shift, etc either.
 

Exentryk

Member
I haven't played much since Bahamut. The filler sections just kills all the motivation. It's also so repetitive structurally - big boss Eikon --> Filler (and repeat).

Spent some time fighting the S Rank Svarog and that was a little fun when trying to optimise the fight.



Not sure how long I've got left but probably another 2 filler sections after this one?
 
Finally....

All sidequests done. All hunt marks killed. I think I'm finally really to finish the damn game.

They crammed so much stuff to do in before you go and fight the final boss. Really kills the pacing. Would it have been that hard to fit some of these sidequests in before the final dungeon instead of just dumping 10 of them on you at once when all you want to do is finish the game?
 
Pretty sure that ring only triggers abilities, not feats. I haven’t used it, but can’t imagine it would trigger phoenix shift, etc either.
Actually it does trigger phoenix shift, titan's parry, etc. The only way I can prove this to you is if you try it out lol. If you want to see what combos the CPU can do I suggest at least seeing it once.
 

hyperbertha

Member
Creative Business Unit III should get an award just for making sure a game is released with such high production values, with little to no bugs at all... Superb fidelity overall and playable, just like it's supposed to be, you know, when someone spends money on a game.

It's the least a gamer can expect, but the idiotic "ship now, fix later" mentality is ruining the industry, with silly Day-1, Week-1, Week-2, Week-3 patches, hotfix, etc. and whatnot.

It's an amazing game.
Whatever are you talking about? The high production value stuff is about 10 hrs long in this game. 80 percent is the low budget mmo section. And the music, it's mind numbing how they reuse the same scores over and over, especially for boss fights. And lack of bugs can be attributed to the over simplified gameplay and lack of true openworlds. I just don't see what's there to be impressed about.
 

Go_Ly_Dow

Member
I know each FF looks to reinvent the wheel, but I'm 100% down for summons being the main characters going forward. It just makes sense to me.

6, 9, 10 and 16 I feel tie summons the best into the narrative.

In terms of DLC:

1. Most likely - Cid/Benedikita/Hideaway back story. There's room for this in the narrative given the time skip and plot gap between teen Clive and 20s Clive. This is where Cid seemingly meets Torgal, rescues Benedikta, break away from Barnabas group, set up the hideaway. I think this could be developed on a tight budget and quite quickly.

2. Maybe - Leviathan DLC. Budget wise this would probably be the most expensive. Also not sure if it'd be easy to fit this into the timeframe you see in the main game. Considering its called 'Leviathan the lost', then a prequel makes most sense?

3. Least likely - Epilogue. I get the impression the devs won't touch the ending, but I want this the most. I wanna know if Clive lives and just get an idea what happens to the characters after the end of magic. :messenger_sad_relieved:

Would love it if they went the Xenoblade route and create a single 10-15hour expansion that covered all of these things.
 
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The Fuzz damn you!

Gold Member
Actually it does trigger phoenix shift, titan's parry, etc. The only way I can prove this to you is if you try it out lol. If you want to see what combos the CPU can do I suggest at least seeing it once.
Huh. I mean, I believe you. I tried the ring once, realised that it just spammed abilities as soon as they were off cool-down, and then never touched it again. Didn’t realise it was one-button enough to lunge, block and, I presume, dodge as well. Thanks for letting me know.

Edit- since I can’t be bothered checking for myself - does it trigger Bahamut’s feat as well?
 
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DonkeyPunchJr

World’s Biggest Weeb
Man these side quests are unintentionally hilarious.

“Hi, my kids’ clothes are falling apart and I need new fabric to repair them. I ordered fabric from someone but they won’t deliver it here (perhaps because we live in the middle of a fucking wasteland). Here’s my receipt, can you go travel half a continent away and pick up my fabric for me?”
 

hyperbertha

Member
Man these side quests are unintentionally hilarious.

“Hi, my kids’ clothes are falling apart and I need new fabric to repair them. I ordered fabric from someone but they won’t deliver it here (perhaps because we live in the middle of a fucking wasteland). Here’s my receipt, can you go travel half a continent away and pick up my fabric for me?”
And who better to deliver it than the eikon slayer himself? :goog_geek:
 

Doom85

Member
Man these side quests are unintentionally hilarious.

“Hi, my kids’ clothes are falling apart and I need new fabric to repair them. I ordered fabric from someone but they won’t deliver it here (perhaps because we live in the middle of a fucking wasteland). Here’s my receipt, can you go travel half a continent away and pick up my fabric for me?”

U1Dimux.gif
 

FoxMcChief

Gold Member
This game is all about the super low’s and then super high’s, then back to the super low’s. I get that pacing in a big game can be difficult, but do the moments in between the epic icon stuff not be so boring? I think this is the issue with the game being so linear.

It sounds like with the “hunts” later on in the game might help with the “low” sections. Just sucks you got to plow through the bad stuff to get to the really awesome stuff.
 
Whatever are you talking about? The high production value stuff is about 10 hrs long in this game. 80 percent is the low budget mmo section. And the music, it's mind numbing how they reuse the same scores over and over, especially for boss fights. And lack of bugs can be attributed to the over simplified gameplay and lack of true openworlds. I just don't see what's there to be impressed about.

What? :D I think you have some sort of grudge towards the game. If you think FF16 is not exceptional than I guess you'd say the same for games like GOW/GOWR, TOTK and many other high production valued games.
I'd like to know which is your favorite games? if these titles are not impressive I'm sure you have some extraordinary titles to name.
 

hyperbertha

Member
What? :D I think you have some sort of grudge towards the game. If you think FF16 is not exceptional than I guess you'd say the same for games like GOW/GOWR, TOTK and many other high production valued games.
I'd like to know which is your favorite games? if these titles are not impressive I'm sure you have some extraordinary titles to name.
When did I say gow/totk wasn't impressive?:unsure:
 

That track is pretty baller. Do they use it at all in the rest of the game? I haven't besmirched the OST in here but so little has stood out for me. I really enjoy the John Carpenter style moody synth that plays in the field after you meet the Dame; the area with the disturbing wolf side quest and whatnot. Isle of Ark has great music too, might be the same as the one I just described.
 
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Go_Ly_Dow

Member
That track is pretty baller. Do they use it at all in the rest of the game? I haven't besmirched the OST in here but so little has stood out for me. I really enjoy the John Carpenter style moody synth that plays in the field after you meet the Dame; the area with the disturbing wolf side quest and whatnot. Isle of Ark has great music too, might be the same as the one I just described.
Nope just Stillwind.

These two I'll be listening to for years.


 
Huh. I mean, I believe you. I tried the ring once, realised that it just spammed abilities as soon as they were off cool-down, and then never touched it again. Didn’t realise it was one-button enough to lunge, block and, I presume, dodge as well. Thanks for letting me know.

Edit- since I can’t be bothered checking for myself - does it trigger spoiler Eikon feat as well?
It does, and it will trigger the special after charging, however it still relies on your own positioning and dodging so you can’t just sit there once it’s activated.

Also spamming abilities from cooldown is not quite how it works, at least not late game. It is looking for the most optimal combo in order to do two things: get you an S rank and kill all enemies as quickly as possible. It is much like a tool assist. Assuming you equipped it early in the game and you are giving it only one power to go by, phoenix, then it will try it’s best with what you’ve given it. So it will look only slightly better than your own performance with such little to go from.

With the more Eikon abilities equipped, the more it will shine in performance and really show you some combos you might have not known existed. There were times it even held skills until certain conditions were met, like finding a way to put you in the air first with your abilities, or waiting until after you precision dodged.

Lastly, it does not auto-dodge as that is another ring. However, when you have both rings combined the gameplay pretty much looks like one of those tool assisted Devil May Cry runs where everything is 99% perfect and it’s fun to look at. Also with both rings equipped it will try and go for more parries as it somehow knows you will auto-dodge if needed, so the risk factor is below an acceptable threshold at that point.
 

Madflavor

Member
This game is all about the super low’s and then super high’s, then back to the super low’s. I get that pacing in a big game can be difficult, but do the moments in between the epic icon stuff not be so boring? I think this is the issue with the game being so linear.

It sounds like with the “hunts” later on in the game might help with the “low” sections. Just sucks you got to plow through the bad stuff to get to the really awesome stuff.

I think that's what frustrated me the most with my experience. When the game is good, it's not just good, it's fantastic. The super highs are some of the best in the whole franchise. Dialogue is good, characters are well written, the Protagonist is great, and the world building is interesting. But the pacing really damages the overall experience. Even though a game like FFXVI is better than FFXIII, I find myself more upset over FFXVI. FFXIII was just a bad game with a bad story from beginning to end. FFXVI on the other hand is a game where you can easily see it could've been a Top Tier entry in the franchise. But they made a couple of design decisions that drags the game down. I'm not trying to pick on FFXIII cause I'm trying to make a point. It's more disappointing when something with a lot of potential drops the ball, compared to something that was bad from the get go.

I really don't know what happened. Did Square Enix mandate CBU3 to pad the game out longer, because they were concerned fans would be upset over a 15-20 hour Final Fantasy story? Or did CBU3 themselves thought padding the Main Story out with MMO style quests was a good idea? Because if the latter is true, then CBU3 should stick with FFXIV and never make another single player entry again. Much as I love Yoshi-P and CBU3's past work, that was just a boneheaded move. There's no excuse for thinking player would be engaged with that.

I like FFXVI, but I want to love it. But it's doing everything it can to make me not love it.
 
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What is the highest damage any of you got in one round of stagger?

I am nearing the end and unloaded 145k damage on a hunt at level 47.
What skills are you using?
I got half that if I remember correctly, lol and I was proud of those rookie numbers.
Same level or close.

Skills I am using are:
Phoenix: Rising Flames (just love this, lol), Pile Drive (Rahmu)
Titan: Wind-up, Upheaval
Odin: Mesmerize (Shiva), Heaven's Cloud

I was level 30 or something until I figured out that you could use other Eikon skills with different Eikons, haha.
 
Give players the option to start at a higher difficulty straight away.

And balance well those different difficulty levels accordingly.
I believe they learn the lesson of NOT to do that with Nier Automata. People were complaining they can;t beat the first boss at higher than normal difficulty. To prevent that, remove the option for first time player
 

ebevan91

Member
What is the highest damage any of you got in one round of stagger?

I am nearing the end and unloaded 145k damage on a hunt at level 47.

My highest I think was around 123k, and that was at the very end. Second highest I think was 92k. I wasn't using an optimal loadout or else I could've gotten more.
 
I think that's what frustrated me the most with my experience. When the game is good, it's not just good, it's fantastic. The super highs are some of the best in the whole franchise. Dialogue is good, characters are well written, the Protagonist is great, and the world building is interesting. But the pacing really damages the overall experience. Even though a game like FFXVI is better than FFXIII, I find myself more upset over FFXVI. FFXIII was just a bad game with a bad story from beginning to end. FFXVI on the other hand is a game where you can easily see it could've been a Top Tier entry in the franchise. But they made a couple of design decisions that drags the game down. I'm not trying to pick on FFXIII cause I'm trying to make a point. It's more disappointing when something with a lot of potential drops the ball, compared to something that was bad from the get go.

I really don't know what happened. Did Square Enix mandate CBU3 to pad the game out longer, because they were concerned fans would be upset over a 15-20 hour Final Fantasy story? Or did CBU3 themselves thought padding the Main Story out with MMO style quests was a good idea? Because if the latter is true, then CBU3 should stick with FFXIV and never make another single player entry again. Much as I love Yoshi-P and CBU3's past work, that was just a boneheaded move. There's no excuse for thinking player would be engaged with that.

I like FFXVI, but I want to love it. But it's doing everything it can to make me not love it.
I really really do not see the issue with the so call pasing issue. It see it as a rollercoster, high slow, high slow like that. Or it is just me with have extreme high tolerance with sidequest. I mean this game side quest is so short compare to like of Persona 5 memento tower or Tales of the Abyss extreme backtracking quest
 

dDoc

Member
I believe they learn the lesson of NOT to do that with Nier Automata. People were complaining they can;t beat the first boss at higher than normal difficulty. To prevent that, remove the option for first time player

If different difficulty options are available, players have the option to lower the difficulty etc.

Let's take FF7remake for example. On the mandatory normal difficulty first play through I was nearly dozing off during fights.

On a 2nd play through on hard mode I loved the game and is now one of my favourites. It also helps I skipped a lot of the worst side activities/filler on my 2nd run. Filler for filler#s sake is a waste of devs and players' time.
 

Danjin44

The nicest person on this forum
I really really do not see the issue with the so call pasing issue. It see it as a rollercoster, high slow, high slow like that. Or it is just me with have extreme high tolerance with sidequest. I mean this game side quest is so short compare to like of Persona 5 memento tower or Tales of the Abyss extreme backtracking quest
Same, I do the side quests before moving on to the main story, I do this with EVERY RPG…..EVER. I don’t understand what’s wrong with that.

I mean I fucking LOVED Xenoblade and that game can give you 20-30 side quest at once, even at beginning of Colony 9.

if that’s considered “pacing issue” then most of you guys have issues with 99% of all JRPG.
 
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Same, I do the side quests before moving on to the main story, I do this with EVERY RPG…..EVER. I don’t understand what’s wrong with that.

I mean I fucking LOVED Xenoblade and that game can give you 20-30 side quest at once, even at beginning of Colony 9.

if that’s considered “pacing issue” then most of you guys have issues with 99% of all JRPG.
I generally do also. But Xenoblade burnt me out with theirs.. props to you for being able to handle it. 😆

XVI was a million times better than that. Most of the time I didn't mind them.
 

Danjin44

The nicest person on this forum
I generally do also. But Xenoblade burnt me out with theirs.. props to you for being able to handle it. 😆

XVI was a million times better than that. Most of the time I didn't mind them.
It just how I like to play most of my RPGs and in original Wii version it didn’t even track most of the quests, especially for material quests. Compare to that FFXVI is super fast and easy to do.

Dont forget that that infamous growing flower quests in Nier Gestult/Replicant………. my god.
 
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FoxMcChief

Gold Member
Same, I do the side quests before moving on to the main story, I do this with EVERY RPG…..EVER. I don’t understand what’s wrong with that.

I mean I fucking LOVED Xenoblade and that game can give you 20-30 side quest at once, even at beginning of Colony 9.

if that’s considered “pacing issue” then most of you guys have issues with 99% of all JRPG.
I think I don’t tend to have an issue with the pacing of most RPG’s because they tend to offer more to do in the “down time”. Especially western RPG’s.
 
It just how I like to play most of my RPGs and in original Wii version it didn’t even track most of the quests, especially for material quests. Compare to that FFXVI is super fast and easy to do.

Dont forget that that infamous growing flower quests in Nier Gestult/Replicant………. my god.
Remember the original fishing quest in Gestult?
 

FeralEcho

Member
Ok,so i finished the game a couple days ago,waited a bit to see how i feel about it after a few days passed and I'd just like to say this is a flawed masterpiece yet its one of my favourite games.

To start with the negatives the worst thing bogging the game down are the pacing issues. I think from around the halfway point till towards like 80% of the story the game has major pacing issues and lousy quest design.-Example: You battle Titan in one of the most insane fights in the game,hypest shit ever then the next couple missions you go on errands for the lazy cunts in the hideout who can't be half assed to go to the market to get some peppio nuts and other useless shit which completely breaks the pacing of the game and story.

Another negative is the loot or lack there of.At least with any meaningful loot from chests.Basically exploration is not really rewarded at all which is such a shame cuz the world looks amazing.

Another negative is the design of the gameplay,its basically just running around and combat,i know its very basic summary of what it actually is but i feel like some mini games and just some other activities would've gone a long way to make the full package complete.

Thats about it when it comes to what i didnt like which isnt something negligible...HOWEVER....

Lets talk about the good stuff now:

-Story :Gawddamn what a story.The writting was fantastic from start to finish,so many games nowadays I feel just choke at the finish line but this game....Made me feel emotional at the end,when the credits start rolling and the music plays and we see the final cutscenes only one series came to my mind...Metal Gear Solid.It just oozes heart. I enjoyed immensly all the cast from the main characters to the side characters.They all had distinct personalities and were fleshed out briliantly,especially if you complete the latter sidequests which are so amazing compared to all the fetch quests that plague the halfpoint of the game.
I will say i would've prefered the dominant of fucking Shiva to be a bit more useful in the game though,they kinda did her dirty.

-Combat : The combat is fantastic,it feels very basic and for the most part it is but you can work wonders with it and it looks amazing if you master it.

-Soundtrack: Best ost of the year and maybe even passed couple of years.Its one of the best FF osts ever.Soken created a masterpiece and the themes in this game will be humming in my mind for a loooong time after the game finished.

-Boss Battles: By far the most impressive thing in the game are the Eikon battles,some of the greatest fights you'll see in all of gaming.Spectacle that puts the newer God of War games to shame,and as a GOW fan it only makes my dissapointment worse in how low the series has fallen when it comes to the scale of it,a staple of the series reduced to nothing for close ups of sighs and grunts from a Kratos too tired....pathetic.

So to conclude,when i first shared my thoughts on the game i gave it a 7 but after finishing it I'm bumping that score up to a 9/10 and recomend it to anyone with a PS5.Its a must play in my opinion,despite its glaring flaws it still is a stellar experience.Its my favourite FF and one of my fav games of this generation. The story really is the highlight of the game and a breath of fresh air in a sea of gaas games and open world games with barely any cutscenes.

Also the visuals are absolutely stellar in quality mode and a true showcase of the PS5.Some npc's are a bit rougher but as an overall package theres no doubt this is one of the best looking games available at the moment.

I congratulate and thank the team at Square Enix and Yoshi-P for creating such an unforgettable experience.

Story:10/10
Music:10/10
Visuals:10/10
Gameplay:9/10
Game Design:7/10

Final Score: 9/10
 
So far I haven't really noticed pacing issues too much. Not sure how far I am

I'm on my way to assassinate Kupka after cutting off the fucker's hands

But it's been alright so far in terms. I think the larger problem is that the "open" areas are kind of generic compared to the scripted areas event areas. You have generic swamp area. generic forest / meadow area and generic desert area.
 
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