Final Fantasy XVI‘s Opening Mostly Sticks The Landing

Disclaimer: This preview is based on a special version made for media to experience, and contents may differ from the final version.
When I first previewed Final Fantasy 16 some months ago, I was struck by two things in particular: how fluid an action-RPG it had become and how much darker the title was than a lot of its predecessors. As the latest entry in a long running series that has often remained light-hearted despite apocalyptic stakes, the bloody, grim and foul-mouthed nature of Final Fantasy 16 is downright off putting, if still promising. What Final Fantasy 16 needed, in my eyes, was a solid foundation to build upon, which makes it all the more appropriate then that I recently got to play the game’s opening five-ish hours, which works really hard to establish this game’s tone and characters ahead of what’s sure to be a long and hard journey for Clive and his allies.
True to what the developers told us back in February, Final Fantasy 16 briefly begins in Clive’s present as a conscripted soldier on a mission to find a Dominant, someone who possesses the powers of an Eikon. Before long, the conflict erupts and Clive lose consciousness, prompting a tutorial and flashback for the players that sees Clive as a teenager back in the Duchy of Rosaria, where he trains as a Shield to protect his younger brother, Joshua, the Dominant of the Eikon of fire, Phoenix. This section runs for about two hours as you get a feel for the politics of Valisthea and the internal conflicts of Clive and his family. You get a semblance of his love and overprotectiveness of Joshua, who seems sickly and maybe a bit too weak to currently handle the power he contains, as well as Clive’s fondness for Jill, who not only becomes the Dominant for Shiva, but an ally in Clive’s journey later in life. Importantly, you get to know his parents, Elwin and Anabella, whom Naoki Yoshida (director of Final Fantasy 16) undersold months ago as Clive’s “gentle father and strict mother.” To say that their relationship is complicated would be putting it too lightly. Soon after returning home, Elwin lets Clive know that the situation in Valisthea, whose various nations have been warring over mothercrystals that grant magic and protection from something called the Blight, is quickly making its way to their own doorstep. Ahead of the inevitable conflict Elwin gives Clive—-who, despite his royal lineage, has faced an uphill battle in the hearts and eyes of Rosaria’s people and soldiers—-a mission to prove himself.
At this point, Clive and a reliable pair of himbos embark on a mission through a swamp that gave a great look at some of the monster designs in Final Fantasy 16. Weirdly enough, the first preview featured almost entirely human opponents outside of the boss fights, which is perhaps why it felt so in-line with the Game of Thrones comparisons that have come up time and time again in FF16’s rollout. That being said, it was cool getting to see some nasty little goblins and a big ol’ Morbol in this area, with even more monsters littered throughout the opening five hours. While it may not be the first thing to come to mind, Final Fantasy’s monsters are an integral part of the series’ legacy, and besides the Eikons, it’s great to see them find a place here and ground 16 in Final Fantasy’s past. Not that I ever really thought the game would leave them behind, especially seeing as they have been in plenty of marketing since the game’s announcement.
Combat against monsters and humans alike felt as smooth, responsive, and cinematic as it did in my initial hands-on. Since we were dropped into the beginning of the game, I had less abilities than the later section we first played through, but this time I also bothered to go into the skill menu and use my points to unlock techniques that mixed things up a fair bit more. Among the moves I added to Clive’s repertoire were a mid-air stomp, an airborne plunge, and a thrust that rounded out a fairly simple but robust beginner’s set of techniques. Along the way I metabolized some information from the tutorial that didn’t quite sink in the first time round, like the fact that you can follow up sword strikes with a fire blast almost like the Gunblade’s secondary damage in Final Fantasy 8. Thanks to a breadth of encounters throughout my demo, I also found a bit of a string where you alternate between a dash strike and a dash spell attack (the equivalent of hitting circle, square, circle, triangle with the Phoenix Eikon equipped) for a layman’s infinite combo. While it wasn’t flashy, I think the fact that you can chance upon one so early (anecdotally, another person at the preview told me they found a different infinite combo), speaks to Ryota Suzuki’s (Final Fantasy 16‘s combat director) approach from our conversation some time ago, where he indicated that he wanted to make high-ceiling kind of gameplay approachable to folks who were perhaps used to a different mode of play. All throughout, the game kind of dazzled, blending transitions in and out cutscenes and quick-time-events almost seamlessly. The game’s also graphically going for something just a notch below hyper-realistic fidelity, where you can see that tons of money has obviously gone into making the game look good without entirely forsaking art direction. The world, characters, and effects in most fights (there are some exceptions) have an elegance to them, which stands apart from the sometimes muddy and busy visual fare of a lot of high-fidelity blockbusters.
I say most fights because I once again got to preview yet another Eikon fight—the very first one in fact—which was tied to a particularly strong and downright harrowing moment in the story, but admittedly took me out of the moment almost entirely. When I played the fight between Ifrit and Garuda in February, I lightly bemoaned the fact that despite its obvious big-budget showiness, it felt mechanically shallow. I walked away thinking that it might be the worst (but not obviously poor or outright bad) symptom of making such a tremendously big game, and this introductory fight did little to assuage that notion. “Epic” feels like a suitable descriptor for the scope of these things rather than the feeling of them, especially as we tore through the sky destroying colossal structure after structure laying waste to each other in an on-rails shooter where all I could do was dodge, aim, and shoot. All the while, there’s an obvious crisis going on in the story and I felt like the game was engaging me in the worst way to make me feel this moment. Were it not for the way the whole sequence concludes (I uncomfortably winced my way through the finale), I’d have felt like the game’s obligation to deliver cinematic thrills undermined the gravitas of the situation entirely. Earlier, my hope for the Eikon fights—which are said to be mechanically diverse—was that they’d offer me more to do, but now I just pray that they don’t undercut each of the story’s climactic moments.