Ars Technica’s full Final Fantasy XV review is coming, but because the game is so large—and only showed up at our doorsteps on Sunday—we’ve splintered into two factions. Everyone in the first faction wants to take their time sitting with the Japanese series’ large, open-world return. They want to sink in however many hours it takes to beat the primary campaign mode and linger in places like side quests and fishing holes.
The second faction (meaning yours truly) was told to bang out about 10 hours of play, with a mix of campaign and side content, and write up impressions before the game hits stores on Tuesday. I jumped on the opportunity because I thought 10 hours would be more than enough to answer a question I’ve had since my first press-only demo of the game in May: did Square-Enix finally make a Final Fantasy game that I, a lapsed fan of the series, would want to complete?
At this point, I kind of regret taking on the task.
Now it’s actually “active” time
That’s not to say the game is “bad” or “awful.” Let’s break down the nuts and bolts of what I’ve played thus far.
Final Fantasy famously resets its window dressing and many of its gameplay systems with every new numbered version. The biggest reset in this 14th sequel is the combat system, and it’s by far the best risk that the development team took.
Most FF games—and many other JRPGs (Japanese Role-Playing Games)—rely on some form of the “active-time battle” system. You don’t use a joystick and buttons to run your warriors around and have them attack monsters. Instead, you use menus with options like “fight,” “magic,” and “item,” and timers run down when each hero and monster gets its turn.
Instead of Final Fantasy‘s usual menu-based attack system, Final Fantasy XV takes a page from the Kingdom Hearts series for a much more dynamic, real-time battle system. This time around, the active battle system requires even less menu-bouncing, though players can also pause and plot certain actions via menus if they really want to.
Loading comments...