There are worse places to be stuck in a car than on the sun-cooked roads of Lucis. "Picturesque" doesn’t cover the symbiotic qualities of these mountains, great lakes, and patchwork fields. Small wonder that one member of your entourage, comprised of Noctis, the heir to Lucis' throne, and his three friends and bodyguards, will routinely request you stop the car so he can take a photograph.
It's the eve of the prince's wedding and, rather than slosh drunkenly around some coastal town, he and his buddies have taken to the open road in their preposterously sleek and muscular car, the Regalia. It’s a curious choice of vehicle for a series defined by its fable-like airships and fantastical giant chicken mounts, but in time it makes sense. This is a contemporary-set Final Fantasy, complete with sat-navs, mobile phones and motels. What better way to conjure the sojourner spirit of the series in the modern day than via the conceit of a road trip?
Not that you have much freedom to drive anywhere you please. The Regalia must stick to the roads in Final Fantasy XV—the latest in a very long line of role-playing games that stretches back to the NES—and while it's possible to take the wheel yourself, the simplistic controls mean that you're more likely to hand over driver duties to Ignis, the most mature member of the group, and sit back to enjoy the views instead.
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The open road
If the setting is plainly exquisite then the company is more of an acquired taste. There's sensible Ignis, who cooks meals for the group each time you set up camp for the night, and whose bother and worry soon starts to grate. There’s hothead Gladio, whose tantrums can weary (even if, at times, they provide him with an advantage in battle). And there’s Prompto, who yelps and tugs like an excitable puppy. As the four bond not only via freelance monster-battling missions, picked up, rather confusingly, from the owners of the various cafes dotted around Lucis, but also in their often affecting moments of vulnerability (quiet moments of male bonding snatched on a motel roof, and so on) a sense of pleasing and enriching camaraderie develops.
Final Fantasy XV takes the idea of questing with a group of friends to its logical modern-day conclusion.
Final Fantasy XV takes the idea of questing with a group of friends to its logical modern-day conclusion.
In the early hours of the game, expect to get very familiar with this car.
In the early hours of the game, expect to get very familiar with this car.
In the early hours of the game, expect to get very familiar with this car.
The battle system is vastly different to other games in the series, but surprisingly enjoyable.
Magic, however, takes a back seat, and must be crafted using elements absorbed from rocks.
Character customisation has been simplified.
Final Fantasy XV is a beautiful game.
These scenes are given space to breathe as, in the first portion of the game, the four men tour rather aimlessly. The first few hours of the journey are spent discovering new sights and earning small change (which you need: despite Noctis’ royal blood, he is an impoverished prince and you need to scrimp if you're to afford the latest weapons, armour, and in-car CDs) from clearing areas of bothersome monsters, or undertaking various other kinds of often stultifying fetch quests for the locals. En route you must keep your pockets stuffed with life-giving potions and your car filled with petrol—although if you ever do breakdown a charming local mechanic will always come and give you a tow back to her garage. In this way the game establishes an enjoyable if curious rhythm, one that, with its four black-leather clad protagonists sweltering their way through the desert, feels quite unlike any other open-world game.
Final Fantasy XV works to a regular day and night cycle, a system that has a much greater effect than merely changing the quality of the light. Once night falls, Lucis' roads are stalked by towering high-level monsters who, until you've finished the game, will obliterate your party if you try to take them on. For this reason, you're constantly urged to seek refuge at the end of each day, rather than wander perilously. There are a multitude of different kinds of places to rest, from dingy trailer parks in the countryside, through spas by the waterfront, to plush hotels in downtown Lestallum, the first city you visit. Your choice of stop is important. Experience earned in battle, or by completing missions, is held in a pot and only banked by your squad once you sleep. The quality of the establishment at which you stay will dictate the size of the multiplier that’s applied to your experience. It may be cheaper to rest in a caravan park, but skimp and you'll be losing out on thousands of bonus points available from a more well-to-do establishment.
If you haven't got time to drive to the nearest hotel there are also numerous camping spots dotted around the world. What you lose in an experience multiplier, you gain in a full stomach. Each time you camp in the wild, Ignis, the group’s cook, will offer to make a meal for the gang. You need to requisite ingredients, but if these are in your inventory, there are a wide range of possible repasts. These imbue each team member with temporary status effects that last for varying amounts of time the following day, and can provide a crucial advantage when you're about to face a tougher foe. Each team member has his own favourite recipes too and, when they eat them, their techniques can randomly develop more quickly, or deliver bonus critical hits while the effects of the meal last.
Ignis isn't the only team member with a burgeoning hobby. Prompto is a photographer who incessantly takes snapshots of the group’s exploits, as well as routinely asking you all to pose next to landmarks. Just as Ignis' recipe book grows over the course of the adventure, so Prompto's ability as a photographer levels up each time you rest. Once you reach Lestrallum you’re even be able to take on a line of on-the-side work as a freelance magazine photographer, a pursuit that offers one of the most enjoyable side mission trails in the game. At the end of each day Prompto shows you his camera reel and you can save your favourites. The snapshots may seem like a bit of a gimmick in the game's early stages, but by the end of the adventure they present a wonderful record of the journey.
Fighting the good fight
The novelty extends from the game's structure to its action-heavy battles. Noctis is a quick-footed, acrobatic fighter, able to "phase" though enemy attacks while the defensive button is held down. His standout manoeuvre, however, is the ability to hurl one of his four equipped weapons and instantly warp to wherever it lands. When locked onto an enemy, a blade-warp is turned into an offensive move, known as a warp-strike. The damage caused by a warp strike increases with distance, encouraging you to flit between charges into and retreats from battle. He can also use the trick to hang from the scenery and survey the battlefield from a higher vantage point. While suspended from a point-warp spot, Noctis slowly recovers health, while his MP (magic points) gauge, which is used to pay for warping and phasing, is instantly replenished.
The first hour of Final Fantasy XV.
In some ways it's a more straightforward system than in previous Final Fantasy games. Noctis will automatically attack enemies for as long as the attack button is held down or he is interrupted by an enemy strike. You can trigger attacks so long as he has MP in the tank—although the moment this gauge is depleted you're unable to move until one of your three comrades taps you on the shoulder. Parries allow better players to dispense with foes more quickly, while the huge range of weapon types available to you right from the off allow you to tailor your approach in each battle to match the weaknesses of your foe. If the damage value appears in orange when you strike an enemy, it indicates a weakness to that weapon class, while purple indicates it is resistant to the attacks.
Ignis has the ability to identify enemies' affinities and weaknesses, giving you the chance to equip Noctis with appropriate weapons before blows are traded. But despite these tools to help improve legibility, when facing larger groups and bosses, the chaos of the battlefield becomes disorientating, particularly as the camera struggles to keep the pertinent action in frame.
It's a kind of magic
Magic features far less than in previous instalments in the series, even though the system is interesting and well developed. Rather than learning spells that can then be used ad infinitum by your characters, you must instead craft them one by one by harvesting elemental energy from natural springs around the world of Eos. A menu screen allows you to mix elements (ice, fire, and lightning) in order to create different kinds of spell with different levels of potency, depending on how many resources you put into its creation. Once crafted, each individual spell (you get three uses from each spell you make) must be equipped to a weapon slot. The spells are, even in their weaker forms, powerful and, crucially, attack indiscriminately. A fire detonation can set fire to great swathes of grass, for example, wounding any allies caught up in the blast.
Final Fantasy’s defining summons—those huge mythological creatures players call into battle to provide back-up—feature heavily in the plot line (you visit numerous familiar faces during a recruitment drive). But they're harder to lure onto the battlefield. Triggering the cameos is a frustratingly imprecise task, because tapping the relevant command sometimes inexplicably produces no results.
Tutorial text explains the auto-combo attacking system.
Tutorial text explains the auto-combo attacking system.
Warp-striking tutorial.
Warp-striking tutorial.
Dash to attack this woolly mammoth-looking thing.
Dash to attack this woolly mammoth-looking thing.
Warp-striking tutorial.
Dash to attack this woolly mammoth-looking thing.
You can toggle a "wait" mode that activates when you aren't pressing any directions or attack/dodge buttons. This is a clever way to add easily accessible aiming and planning stuff to the active battling—and sets this apart from, say, Kingdom Hearts.
Press L1 to toggle your squadmates' special powers during battle (which uses some of their special meters). Here's Prompto's long-distance shot.
Here's a screen grab from the end of a close-quarters battle. Noctis' complaint about "no room to swing a sword" is on the nose, since a tight zoom can make indoor battles hard to follow.
Seven categories are shown in the top tab; more unlock as you proceed through the game.
Basic character stats grow by way of leveling up via experience points. Players can also spend attribute points (AP) on specific boosts in a number of categories.
Food in the game gives your party immediate, temporary boosts.
You can also make and eat food at a campsite far from a town so that you have boosts handy before going into a tough dungeon.
As you win victories in battle, you inevitably earn points which can be invested into learning new skills, or increasing characters’ statistics and abilities. As in Final Fantasy X, these are laid out in a skill tree, with nodes representing new skills that must be unlocked in order to open up access to further nodes. Each of your party members has their own individual tree, and there are separate ones to increase the entire party’s abilities too. This is not a deep system, and some may find it lacking, but at the very least, less time spent faffing about in menus means more time out on the open road.
Losing the plot
Indeed, soon enough, you need to put your combat skills to more meaningful use than merely dealing with local pest infestations. When news arrives of trouble back at the palace, the meandering plot falls into a more decisive line. However, despite clear and concerted effort, the full story is never able to provide moments to match the affecting incidental interactions between the men. Kazushige Nojima’s story is laced with emotional lunges, but the set-ups and pay-offs are poorly executed, and no amount of nudging from the orchestral soundtrack is able to make them hit their targets. A weak antagonist, who has none of the pizzazz of the series' best-loved big bads, further undermines the story.
Final Fantasy XV’s troubled development (the game is built on the foundations of the earlier, failed project Final Fantasy Versus XIII) becomes most apparent in its second half, when the bright open spaces of Lucis close in, and you're confined to much smaller cities and, eventually, cramped corridors. The clumsy design is most clearly revealed via a misjudged section when Noctis must fight alone though a dreary office complex, which appears like an incongruous hangover from another world. In the game's second half, if you want to return to the open-world area, you need to travel "back in time" at a save point. Once there, you can mop up any unresolved side-missions, until you're ready to return to the present, a design wrinkle that belays the underlying cracks.
While the story falters in its later moments, once the main quest is complete , which will take a focused player around 30 hours, you're free to return to Noctis' wide roads. It's a welcome return to the freer structure of the game's first act, and a host of new dungeons and legendary monsters appear, providing some of the game’s standout moments. Despite these highlights, and a welcome idiosyncrasy quite unlike the crowd of usual Grand Theft Auto wannabes that usually characterise the open-world genre, Final Fantasy XV remains a confused, uneven project.
That its team managed to wrangle anything coherent and meaningful from the game they were tasked with renovating and refashioning is extraordinary. But in the final reckoning, we are left with a curio rather than a classic.
The good
Beautiful visuals
Satisfying combat
Surprisingly affecting moments between characters
Unlike any other open-world game
The bad
Overall plot is confusing and lacks focus
Simplistic levelling system
Magic and summons take back seat to physical combat
The ugly
It took nearly a decade to make Final Fantasy XV, and it's still not quite right.
Verdict: Final Fantasy XV takes the series in a new direction, but despite some memorable moments, it remains remains a confused, uneven package.
Simon Parkin is an award-winning writer and journalist from England and a regular contributor to the likes of The New Yorker, the Guardian, and Eurogamer. His latest book, Death by Video Game: Tales of obsession from the virtual frontline, was released last year. You can find him on Twitter at @simonparkin.