Final Fantasy XVI Is Undoubtedly Darker, But Shows A Whole Lot of Promise

Disclaimer: This is a special version of Final Fantasy XVI made for media to experience, and contents may differ from the final version.
Earlier this month I was among a few members of the press who were able to get a lengthy hands-on with Final Fantasy 16 ahead of its release this June. In our demo, which focused on combat, we were able to play through one of the game’s dungeons and its climactic boss battle, as well as one of Final Fantasy 16’s much-touted Eikon fights, where you pit iconic summons from the series against one another in cinematic showdowns. Complemented by the broadly darker tone and overt shift to action, it’s quite apparent that Final Fantasy 16’s a mostly different beast. Rather than giving me pause though, I’m relishing the different direction and renewed vigor of this installment, especially in light of a string of releases that have suggested maybe the series was too tired to still innovate.
Final Fantasy 16 takes place in the land of Valisthea, a deeply complicated and tumultuous setting clearly inspired by Game of Thrones. Valisthea is composed of various nations across two continents, ominously called Ash and Storm, each with their own cultures, governments, and interests, which naturally collide. Each nation also has a mothercrystal, which the developers likened to “oil fields,” and a Dominant, essentially an avatar or host for one of Final Fantasy’s god-like summons known as Eikons. If you’ve played any number of these titles, you’re familiar with plenty of them, from Bahamut to Shiva to Titan. These Dominants become state-sanctioned weapons of mass destruction and the mothercrystals become points of tension as the nations soon come to war over them. Clive embarks on his decades-long journey for revenge after the untimely death of his younger brother Joshua, who becomes the Dominant for their nation, the Duchy of Rosaria.
If it wasn’t obvious already, Final Fantasy 16 skews almost heretically grim and dark for the series. Not that Final Fantasy hasn’t explored similar topics and themes—hell, my favorite one of these games is explicitly concerned with state violence—but Final Fantasy 16 makes a point of its darkness and complexities. Characters say “fuck” and “shit” more liberally than ever before, and though violence has never been a stranger to the series, it’s grown a touch more explicit in this game. While you will occasionally be joined by allies, Final Fantasy 16 is mostly Clive’s quest for revenge, though his motives begin to broaden as allies open his eyes to the perils and struggles the rest of the realm is facing.
Our demo took place as Clive and this game’s incarnation of Cid, a freedom fighter of sorts and the Dominant of Ramuh, infiltrate a castle in search of someone who has been taken captive. As I fought my way through the dungeon, I got a firsthand taste for Final Fantasy 16’s now entirely action-driven combat, which has been headed up by Ryota Suzuki, the lead combat designer on Devil May Cry 5. The result is a system that inarguably feels quicker than anything Final Fantasy has ever realized before, and certainly feels more put together than Final Fantasy 15, which was already leaning in this direction. Comparisons to The Witcher 3’s combat are not unfounded, though I found Final Fantasy 16’s combat significantly more involved and dynamic. Dodges and parries are now paramount to surviving fights, which now also feature enemies telegraphing moves via ground indicators a la Final Fantasy 14. For the purposes of the demo, my Clive, who can absorb the essences of other Eikons into himself, was fitted with the elemental powers of three different summons: fire for Phoenix, aero for Garuda, and earth for Titan. All three were swappable at the press of a button, and would grant me new abilities mapped to the face buttons and the right trigger. The circle button ability was always usable just as is, but the square and triangle abilities—which are normally your attack and projectile—became Eikonic abilities when holding R2, such as a flaming uppercut with Phoenix equipped or a flurry of earthen fists with Titan.
You can definitely get away with specializing in just one, but the best bits of my time with Final Fantasy 16 were when I was figuring out how to juggle the three most effectively. Often, I’d begin fights with Phoenix, which gave me a dash that was handy for picking off far away targets, before swapping to Garuda, whose attacks often prioritized speed, including a flurry that juggled foes in the air. Once they were staggered, which happens once you deal enough damage without killing them, I’d often pull out Titan, whose moves needed to be charged before hitting with devastating and sweeping force. Suffice to say, the styles felt distinct, and with more Eikons to come throughout the game, not to mention unlockable skills that I barely touched the surface of, there’s going to be a significant amount of tactical depth to which eikons players take into battle.