2265: Final Fantasy XV’s Going to Be Something Special

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The other night, Square Enix held a livestreamed event showing off some information about their upcoming RPG Final Fantasy XV. It was, I think, the biggest deal I’ve ever seen any company make about one single game, and as a marketing exercise, it was enormously successful — despite the rather irritating hosts (I now have even less desire to check out Kinda Funny Games than I did before, which wasn’t much) the event did a good job of teasing the game as well as uncovering some genuine surprises.

This latter aspect is no mean feat in this day and age of leaks and rumours, and it was almost ruined earlier in the day when Gamespot “accidentally” (yeah, I’m sure you hated all the traffic you got) leaked the game’s September 30th release date. Fortunately, the other surprises — and there were several — were successfully kept under wraps, and Square Enix were even able to have a bit of fun with the knowledge that the release date was already out in the wild rather than doing the usual po-faced corporate thing.

So what’s so exciting about Final Fantasy XV then? Well, for me, the most interesting and exciting thing about it is the fact that Square Enix is clearly going all-out on this one. They are taking it very seriously and obviously throwing an enormous budget at both the game and its extended universe.

Yes, I said extended universe: that was one of the biggest surprises of the presentation for me. Because Final Fantasy XV won’t just be telling its story through the game, though this will naturally be the main focus. Alongside the game we’re also getting a prequel anime series, depicting how the main character Noctis and his friends became so close, and a feature-length CG movie called Kingsglaive, which shows a parallel story to the game focusing on Noctis’ father King Regis. Not only that, but we’re also getting a mobile game that actually looks like it might be quite fun, and is actually part of the main game’s world.

Final Fantasy XV does have a bit of an uphill struggle ahead of it, however, for numerous reasons. Although Final Fantasy XIV built a considerable amount of goodwill for the series — particularly among lifelong Final Fantasy fans — its audience was relatively limited compared to the rest of the series thanks to its status as a massively multiplayer online game, and a subscription-based one at that. Its single-player predecessors, the three games in the Final Fantasy XIII series, however, had a somewhat peculiar reception — Final Fantasy XIII was roundly praised on its original release, but since then it has seemingly become fashionable to bash it, with complaints ranging from the protagonist Lightning being boring (she isn’t), the game systems being too simple (they aren’t) and the tutorial being 20 hours long (kind of true, but it actually keeps the early hours of the game moving along at a good pace).

Not only that, but Final Fantasy XV is a radical reinvention of how we play Final Fantasy. Or, at least, that’s what people think. In truth, Final Fantasy hasn’t been what the people complaining about XV’s systems think it is for quite some time now, and XV is simply following a pattern of the game gradually experimenting, changing and innovating with each new iteration.

The reason why people feel that XV is such a sudden shift in direction — even though it really isn’t — is because their frame of reference is still, for whatever reason, limited to Final Fantasy games up to maybe at the latest, and is the point where the series started getting a lot more experimental than it had been.

That’s not to say, however, that the series had rested on its laurels; on the contrary, despite the early installments in particular seeming quite similar in terms of mechanics, each did something very different. Don’t believe me? Well, all right. I’ll prove it.

  • Final Fantasy: First in the series. Eschewed static character classes in favour of the ability to “promote” each of the classes to a more powerful, effective version partway through the game. Established the “Jobs” that have been used in many other Final Fantasy installments since.
  • Final Fantasy II: Eschewed a traditional progression system in favour of an Elder Scrolls-style “level it up by doing it” system. Get more HP by getting hit. Get more MP by casting magic. Get more strength by hitting things. Took some getting used to, but was an interesting twist on the standard RPG formula, and is all the more remarkable considering it came out in 1988.
  • Final Fantasy III: Returned to a traditional levelling system but combined this with the ability to switch character Jobs without having to completely respec or reset levels. You could change your party makeup on the fly without having to change characters, in other words.
  • Final Fantasy IV: First 16-bit installment in the series. First use of the Active Time Battle system, which combined the strategy of turn-based combat with a real-time element. Stronger emphasis on story and characterisation through static, non-customisable characters.
  • Final Fantasy V: Revamped Final Fantasy III’s Job system and made it even more flexible with the ability to equip abilities you had learned from other Jobs, allowing you to effectively create hybrid characters. Used Active Time Battle.
  • Final Fantasy VI: One of the most impressive games on the Super NES, both technically and in terms of storytelling. First use of the “learning abilities from equipping things” system used in several other installments — here, abilities were learned by equipping Espers, the summonable creatures. Used Active Time Battle.
  • Final Fantasy VII: First 32-bit installment in the series, first CD-based installment in the series and first 3D polygonal installment in the series. A spectacular achievement of the time, both technically and in terms of storytelling. Introduced Materia, which have made an appearance in a couple of other Final Fantasy games. Used Active Time Battle, brought to life in animated 3D rather than relatively static 2D for the first time.
  • Final Fantasy VIII: First installment to have realistically proportioned characters. Outlandish character development system in which character level was less important than the Guardian Force (summon) you had equipped on the character, and what magic spells you had Junctioned to stats. An unpopular installment due to its initially baffling and easily gamed mechanics, but a solid story and visually very impressive for the time. Used Active Time Battle.
  • Final Fantasy IX: A supposed “return to the roots” of the series, featuring less realistically proportioned characters but maintaining the polygonal characters on pre-rendered backdrops aesthetic of VII and VIII. Brought back the “learn things by equipping stuff” system, this time with abilities attached to equipment. Used Active Time Battle.
  • Final Fantasy X: First entry on the PlayStation 2, and first entry to have full 3D polygonal environments both on the field and in battle. Also first entry to have voice-overs, which also meant the end of being able to rename your characters — except for the protagonist, whom no-one ever said the name of throughout. Did not use Active Time Battle, instead using a turn-based system with a manipulable turn order called Conditional Turn-Based Battle. Also eschewed traditional levelling in favour of the “Sphere Grid” system, which allowed either a little or a lot of control over character development depending on if you chose the original or “advanced” version at the outset of the game.
  • Final Fantasy X-2: First direct sequel in the series. Returned to Active Time Battle, but revamped it with variable length turn bars. Also brought back the Job system, but revamped it with the ability to change Job in mid-battle. First non-linear entry in the series, with the whole world map open from the outset and the freedom to tackle challenges in whatever order you want, level and gear permitting. Also featured multiple endings according to how much optional content you saw.
  • Final Fantasy XI: First massively multiplayer installment in the series. First entry since the original Final Fantasy to feature a player-created character. First entry to use a freely rotatable over-the-shoulder camera rather than fixed camera angles. First entry to feature pretty-much-kinda-sort-of-real-time combat.
  • Final Fantasy XII: First single-player installment to feature MMO-style pretty-much-kinda-sort-of-real-time combat. First truly open-world single-player Final Fantasy in which it was possible to run from one end of the world to the other without having to go to a separate “World Map” screen. First (and only) use of the License and Gambit systems, allowing for a considerable amount of character customisation and tweaking of party members’ AI respectively.
  • Final Fantasy XIII: First PlayStation 3 entry in the series. First use of Paradigm system, allowing for switching of roles in mid-battle — though these weren’t the old Jobs from past installments. Changed focus in battle from micromanaging turn-based combat to switching your party lineup (and, consequently, abilities) to respond to situations. Had a lot more tactical depth than people in the last few years gave it credit for.
  • Final Fantasy XIII-2: Built on XIII’s base systems and mixed things up a bit with two fixed party members and a third slot taken by recruitable, trainable, nameable monsters. Featured an absolutely baffling non-linear time-travelling storyline, showing everyone that XIII’s linearity perhaps wasn’t such a bad thing after all. First Final Fantasy to have DLC. (Oh, yay.)
  • Lightning Returns: Final Fantasy XIII: First second sequel in the series. First game to focus exclusively on one character (with the arguable exception of Final Fantasy XI, though you try doing anything solo in that game). Featured a Job-like system where you could change outfit in mid-combat for access to different abilities, and each outfit had its own independent Active Time Battle-esque bar. Allowed free movement and dodging in combat. Featured a non-linear, time-limited structure designed to be replayed.
  • Final Fantasy XIV: Second attempt at a massively multiplayer installment in the series. Massively ambitious — too much so. Gave players a great deal of freedom but not enough direction. Had a seamless open world. Technically impressive — if you could run it — but a disastrous failure.
  • Final Fantasy XIV: A Realm Reborn: The most impressive “phoenix from the ashes” I’ve ever seen. A Realm Reborn ditched its predecessor’s more unconventional aspects and adopted a more traditional MMO structure with a heavy focus on matchmaking cooperative content and a Job system in which you could individually level Jobs as if they were completely different characters. The most story-heavy MMO I’ve played for some time, and a true love letter to fans of the series, with guest appearances from characters including Gilgamesh, Ultros, Shantotto, Lightning and numerous others. Expanded by Heavensward.

So as you can hopefully see from that breakdown, Final Fantasy has consistently reinvented and updated itself with each installment. While the entries between IV and IX all used the Active Time Battle system for their battles, their core progression mechanics were very different to one another. And from onwards, the series became considerably more experimental with both battle and progression mechanics; its only look back to the “line up in a row and take it in turns to hit things” approach was X-2, and even that did plenty of interesting things with the basic format.

Now we’ve established that Final Fantasy has been pretty consistently inventive throughout its considerable lifespan, XV’s approach doesn’t seem quite so scary a change. And it seems even less scary when you actually play either the Episode Duscae demo that came out around the time of Final Fantasy Type-0 HD — we didn’t even get into spinoffs in the list above, otherwise we’d be here all night — or the recently released Platinum Demo, which primarily acts as a showcase for the game’s engine and basic mechanics.

My friend Chris described Final Fantasy XV’s approach to combat as taking the philosophy behind turn-based combat and applying it to a real-time depiction. This is why you don’t button-mash — you hold a button down to attack. You have time to consider what you’re doing rather than hack-and-slash. You have limited resources to use for casting spells or defending. The strategy is there, it’s just in a slightly different form to what we might be used to.

And, having spent some time with both Episode Duscae and Platinum Demo, I’m convinced. The fluidity of the combat animations and how seamlessly you can switch from one weapon to another mid-combo is sure to make for some interesting battles, and once party members and more spectacular abilities start coming into play I don’t doubt we’ll be seeing some truly exciting setpieces, of which the battle with Behemoth in Episode Duscae is just a tame example.

Final Fantasy may not be what it used to be, then, but it’s never really been “what it used to be”, because it’s reinvented itself with each and every installment. Embrace and enjoy the change — XV genuinely does look like it’s going to be a real work of art when it’s finally with us at the end of September, and I for one can’t wait to get my hands on it.

Or, if you really can’t deal with Final Fantasy doing new things… well, there’s always Bravely Default, which absolutely is doing what Final Fantasy used to do, and I say that with great fondness.


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