Final Fantasy XVI was recently released on PC, and I finally got my hands on this long-awaited game. The Final Fantasy series has come a long way, being a pioneer in the realm of role-playing games. It’s known for its stunning visuals, rich storytelling, diverse worlds, and innovative gameplay mechanics. Over the past few titles, Square Enix has gradually moved away from its turn-based combat and fantasy-driven worlds, opting instead for a more adult-themed action RPG that appeals to a modern audience. Final Fantasy XVI continues this shift away from the classic RPG style by renovating the game entirely, making it the most different title in the franchise. There are some significant changes—some for the better and some not.
This is definitely the most original Final Fantasy I’ve ever played in the series. When I started playing, I immediately noticed the stunning visuals and amazing voiceovers, which are what I would expect from Square Enix. At the same time, I was taken back by the story, gameplay, and vast world of Valisthea that’s filled with Crystals, Eikons, and their dominants. I’ve always been a fan and played Final Fantasy since I was a kid. Let me tell you, this game is definitely not suited for children; it is more geared toward an older audience. To be transparent, those who are familiar with the series might not have their expectations met. If Game of Thrones and Devil May Cry had a baby and named it Final Fantasy XVI, this would be that game. This game takes a very different direction, more surprising than not, but I don’t think that’s necessarily a bad direction to take. The blood, deaths, cursing, are adult content I’ve never seen the series express in so much detail.
I waited for the PC launch so I could get the best Final Fantasy experience. This version takes everything to a new level with higher resolution textures and ray tracing; the stunningly realistic reflections and shadows really bring the world to life. Plus, with variable refresh rates, I was able to say goodbye to screen tearing and enjoy a much smoother gaming experience. The performance is impressive, too. You can hit frame rates far beyond the usual 30 or 60 FPS limits on consoles, and with customizable settings, you can fine-tune the graphics to match your setup perfectly. Thanks to technologies like NVIDIA’s DLSS and AMD’s FSR, the game looks fantastic while running smoothly, even at higher resolutions. It’s a major upgrade that truly takes advantage of modern gaming tech. DLSS 3 with Super Resolution and Frame Generation, DLAA, and Reflex are what players can experience FINAL FANTASY XVI with the right Nvidia graphics cards
Clive Rosfield is definitely one of my favorite protagonists in the series. He’s a badass with a heart who takes crap from no one. After Chapter 1, I was hooked and felt immersed in Clive’s ambitions. Every relationship he has—with Cid, Joshua, Jill, and those from his past—is rich and has a different dynamic. This is just one of the many things that make this Final Fantasy different from the others. Clive is the only playable character in the story. I was left with the wrong impression when I got to use my brother Joshua in Chapter 1, hoping this would follow a similar play style to Final Fantasy VII Remake. But that’s not the case; this scenario is short-lived and only occurs for a part of the story. You have characters like Jill who join your team, and your buddy Torgal. Torgal is your mythical pet dog that you can give commands to attack, and heal. However, none of them are actual playable characters.
This single-character approach extends to all areas of the game, including combat. This was a big deal for me, as I’m used to having a party of characters by my side that I can manage and develop throughout my journey. Final Fantasy XV adopted a similar approach, but you still had some control over your teammates’ growth and involvement in combat. FF XVI takes it a step further away by removing that entirely. This was new to me and very unexpected. Final Fantasy is known for its in-depth battles and strategic team-based gameplay, but XVI opts for a more hack-and-slash approach, feeling a bit too hack and slash. While this was fun, I missed having a team with varied classes by my side. I’m used to having a teammate buffing me and another casting healing spells. Combat was intense but didn’t require much strategy, it was leaning more toward button-mashing skills. Precision dodging felt overly rewarding, and simple buffs like Faith and Protect—staples in the genre—aren’t skills you can regularly perform during combat.
Regardless of the big changes and the loss of a few elements, you still feel that this is a Final Fantasy game. From the blacksmith, sound design, familiar enemies, Eikons, and flawless cutscenes, these elements ensure you feel immersed in the Final Fantasy universe. As you level up and gain ability points (AP), you can apply them to specific skills for combat. You can acquire different skills depending on the Eikons you use in battle. This was cool; I found myself resetting and trying out different Eikons and skill sets. There are plenty of side quests, weapons, armor, and hunts. I had a blast going through all the side quests before diving back into the main story. When you complete a specific side quest, you eventually gain access to ride a Chocobo! This was useful for getting around, as this game uses a more linear semi-open structure, similar to Final Fantasy XIII. You can travel back to previously visited locations, but all you have to do is select the main map and pick your next destination. So, no open world for you open-world fans.
Square Enix has been bold in taking this more adult direction and reinventing Final Fantasy. It’s one of a kind in the series and a step away from its usual approach to RPGs. Final Fantasy didn’t swing and miss on this one, but they didn’t hit the homerun they’re known for, either. The lack of characters in combat and the hack-and-slash mechanics make it feel less like an RPG and more like an action game with Final Fantasy elements. If they had included more characters and a feature to switch between them in combat, like in FF VII Remake, it would have made the game feel more like a traditional RPG. I’m used to the mental stakes of long battles, casting Phoenix, and using numerous skills and magic. Relying on button-mashing attacks and dodging felt a bit repetitive. Nevertheless, I think they’ve taken a step in the right direction. The Eikon battles were truly some of the most epic moments I’ve experienced in Final Fantasy in a long time. There’s also the DLC which I have yet to play, and can’t wait to start that up. I genuinely look forward to Final Fantasy XVII; I’ve grown with the genre, and I appreciate that they are open to change and trying new things.