Full spoilers for the entirety of the game follows.
SPOILERS
SPOILERS
SPOILERS
SPOILERS
So, I beat the game and couldnāt find any recent discussions about it here, so thought Iād make one. Iād love to hear other peopleās thoughts on the game (or on my thoughts). In no particular order:
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The combat system was very cool! I wasnāt sure about it at first and I still admittedly miss controlling a party rather than an individual, but it sure is a fast paced and varied system. I switched my eikons up a few times, with the final set I found most useful being phoenix (ignition / flames of rebirth), bahamut (wicked wheel, gigaflare), and shiva (windup, diamond dust).
- I found that phoenixās āoā ability was the most useful most of the time but mostly used it for reaching flyers. I usually didnāt otherwise find I had time for o abilities.
- I found that most normal enemies were extremely easy, so it was best to build largely around staggering + heavy hitting the toughest enemies.
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The ending was really sad. Though also a little confusing. It seems like Clive tried to heal Joshua, couldnāt, and sacrificed himself toā¦ I think completely destroy magic for good? Sounds like the blight would still be there, though presumably wouldnāt progress anymore?
- I like that the game used the red star again. I felt so bad when Jill realized Clive was gone.
- TBH, āconfusingā was kinda a recurring theme in the game for me. But at least some of that was surely intentional (Ultimaās monologues).
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The game sure had a lot of really badass, dramatic fights! Ifrit really helped to make some fights feel massive in scope without having much āludonarrative dissonanceā (since early game, you couldnāt control Ifrit and it was supposed to be extremely taxing to fully prime). The Titan and Bahamut fights are perhaps some of the most epic Final Fantasy battles Iāve ever done (and Iāve played almost all of them)!
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I thought it was a bit weird that the bulk of the game is based in a Fallen airship, yet you never actually restore the airship, even when you need to fly! When Origin rose, I was like āaha, time to finally restore the airship!ā, but nope. Felt like a tease.
- I also really wish the game had more lore on the Fallen. Theyāre such a prominent centerpiece of many maps, and yet the game barely delves into them at all. I kept expecting they were saving it for some big bombshell later, but nope, nothing.
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One thing that confused me is that Ultima talked a lot about Clive needing to absorb the other Eikons, yet no Leviathan? I noticed early on that the game said there is one Eikon for each element and listed 8 elements, yet only 7 Eikons (plus Ifrit) were ever mentioned. āLeviathan the lostā even gets named dropped by Joshua and yet Ultima doesnāt even seem to notice the missing Eikon. Wonder if theyāre saving this for DLC? Either way, it feels poorly executed considering how central Clive absorbing Eikons is to the plot.
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Oof, Waloed was depressing. I was so hyped to see Ash, after going so long without ever even seeing this whole 'nother continent. Only for it to be a graveyard of dead and Akashic.
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Fuck Annabella (Cliveās mom). She was such a piece of shit. I kinda wonder if Ultima was influencing her from the start, or if it was only later? I suspect she betrayed Rosaria out of her own free will, considering how terribly she treats Clive from the start.
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The treatment of Bearers was sickening. At first I was noticing parallels to American chattel slavery, but it quickly became more of a Nazi Germany kinda thing. It was a great design choice to make Clive a ābearerā so that youād experience the bigotry firsthand. I wanted to outright murder most NPCs I met because they were so horrible.
- Itās especially sad when you later find out why Bearers are treated bad. They were originally freaking blessed and people in power were just jealous/afraid, so had to scapegoat Bearers.
- I also felt so bad for Lāubor. He was the centerpiece of his village and yet the people who loved him turned on him so fast the instant they learned he was a Bearer. And they acted like it was some big betrayal, as if they couldnāt understand why a Bearer would want to not be a Bearer.
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The map design is very meh. The game is pretty, but aside from the mothercrystals and Fallen ruins, everything feels so grounded that it may as well be our world during medieval ages. I want a fantasy world that feels fantastic! And aesthetics aside, most maps are fairly linear. They often have some branches (many used only for specific side quests), but felt like they didnāt give enough reasons to explore. The movable parts of the map feel narrow and restrictive.
- For whatever bizarre reason, you can often find larger enemies off the beaten path, but theyāre rarely worth the time. The XP/AP/gil they give is hilariously bad compared to just a pack of normal enemies that you might be able to beat in a single AoE spell.
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Early game side quests are terrible, but they get great later in the game. Itās really weird. IDK why they made the early game quests so bad. It set me up to expect side quests to suck. And the game has a lot of side quests, so they probably could have trimmed a few to make the early game side quests suck less. In particular, the early game quests within the hideaway feel very forced and awkward.
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Ultima was a decent villain. Very creepy (those eyes!). Iām not entirely sure I understand where he and his ācollectiveā came from, but am thinking from another planet, since his final form fights in a cosmic setting and Origin is described as a ship, but looks far more like a spaceship than anything else.
- Barnabas was also great. Super intimidating in ever scene. The battle youāre supposed to lose was well executed, as youāve seen a few of those āpress the attackā moments by then, but itās the first one that canāt be finished fast enough (I kinda wonder what happens if you cheated?).
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I liked the twist that the crystals and magic were bad for the environment. Kinda wonder why no academics or something at least noticed that before, though. Isnāt the pattern of the blightās movement kinda obvious to its cause? Kinda feels like they missed an opportunity to draw analogies to climate change, where we know whatās causing it and simply refuse to do anything about it.
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The contextual codex was a neat idea, but the execution felt lacking. It only seems to work for the main quest, despite the fact that side quests populate a huge number of codex entries. I also found that despite regularly checking it, I often would not see the new codex entries I expected to see (until I went to visit Harpocrates). New pages of existing entries were also written as if youād only read the newest page, with lots of repetition for minimal (if any) new information. I love lore, so codexes are super appealing to me. It was sometimes disappointing for new entries to not actually say anything new.
- It generally didnāt do a good enough job at explaining new things (e.g., at the very beginning of the game, characters are talking about how theyāre on a mission to kill a dominant and for so long Iām like āWTF is a dominantā). And it took a little while to understand the high level global politics because the game is slow to explain them.
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Damn, the game is long. Took me about 60 hours, doing basically everything except the cronoliths (I tried those a couple of times and gave up ā too hard and not fun to me).
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The game does fantastic at updating NPC dialogue. I noticed so many changes to dialogue throughout the events of the game, including side quests. Lots of games barely update dialogue and itās sad cause I want to know how characters are reacting to some big event.
- The hideaway really needed to be more compact. You spend soooo much time walking around to visit quest givers and hear updated dialogue.
- For whatever weird reason, some major NPC dialogue (shop keepers and such) isnāt fully voiced. I donāt get why. It felt incomplete. I mean, Iām glad that dialogue didnāt get outright cut, but would have preferred it being fully voiced.
Overall, it was a very fulfilling and fun story driven game with action packed combat. Iād give it a 9/10 (though I am a Final Fantasy fangirl, so am biased).
I noticed the similarity to FFXV, too. Though thankfully it was much better done, since it didnāt force so much linearity and didnāt feel nearly as rushed as FFXVās final chapters. I didnāt personally feel that Waloed felt quick, though I did do all the side quests and several of those return to Waloed.
Definitely for worse in my book. I enjoyed FFXIVās dungeons, but their goal is to be streamlined for combat and not getting lost, since theyāre a multiplayer thing. For single player games, taking your time to explore and take in the sights is much more prominent. Felt like a lot of the dungeons didnāt offer anything there.
On that note, the game barely had interesting interiors. Most of the interiors were either the crystals (which were cool, though most of them were generic mines), generic castles, towns (I liked those), or very repetitive looking Fallen ruins. They couldnāt even be bothered making the Fallen ruins jaw dropping like, say, Horizonās cauldrons (which have a repetitive style but are still very aesthetically cool and regularly mix it up).
Yeah, itās so weird. I personally hope itās just that they wanted to wait and see before planning any DLC, but even then itās just weird that theyād even include Leviathan at all. It wouldnāt have been hard to just edit the references of how many elements/Eikons there are to remove Leviathan. And if they really wanted it to just be mysteriously lost, they should have at least had Ultima say something about it.