2507: Into Duscae

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(Should have been posted last night, but I forgot to hit Publish!)

A little over ten hours into Final Fantasy XV so far and I’m well and truly on board.

Pro-tip: if you’re finding the opening a bit slow, make an effort to not get sidetracked by sidequests and instead push the main story on at least until you’re able to get into the Duscae region. From here, the game opens up a whole lot more and you’ll have had a taste of various different experiences you can expect to see a lot more of throughout the rest of its duration.

One thing I was very pleasantly surprised about was the discovery that Final Fantasy XV has proper dungeons. This isn’t particularly unusual for a Final Fantasy game, but it is relatively unusual for an open-world RPG, to varying degrees. Games like The Witcher 3 have kinda-sorta dungeons dotted around the place, but these often tend to feel like “oh look, another cave” rather than an exciting place to explore and loot. Games like The Elder Scrolls series have hundreds of the bloody things everywhere, but are often designed in a somewhat copy-paste manner, meaning that few of them feel “special”. And games like the Xenoblade series pretty much do away with dungeons altogether; Xenoblade Chronicles X did have some underground areas, but again, like The Witcher 3, they felt more like part of the scenery than a discrete experience in their own right.

Relatively early in Final Fantasy XV’s main story, you’re taken to your first dungeon, and it works in traditional Final Fantasy manner: it’s self-contained, it has its own music, it has secrets and branching routes to explore, and it has its own lineup of monster encounters. It felt like a significant gameplay moment to step into this place, and it was exciting and rewarding to explore. There were some surprising and interesting scripted encounters within, and the whole thing felt authentically… well, Final Fantasy.

And I think that’s part of the reason I’ve never really found open-world RPGs to do dungeons in a satisfactory manner for my tastes: you often end up doing exactly the same thing in them that you do out in the open world, whereas Final Fantasy XV’s dungeons look set to have unique mechanics, puzzles and methods of exploration. I’m looking forward to discovering more of them.

I think that sums up Final Fantasy XV’s approach quite well, actually. It knows when to use scripted sequences effectively — dramatic confrontations, boss fights, dungeons — and when to use the more freeform, unpredictable and emergent gameplay more typically found in open world games. Purely emergent games (I’m picturing the Elder Scrolls series in particular when I use this description) often end up feeling a bit sterile and characterless because nothing has had any real soul put into it — it’s all driven by mechanics. Final Fantasy XV, meanwhile, will surprise you with unscripted encounters out in the wilds (its equivalent of the random battles of yore), but also knows when would be a particularly effective time to have a monster burst through a wall or a villain to make their first appearance to make a speech and attempt to defeat you with Their Infallible New Weapon.

I like Noctis and his friends a lot; their constant banter, while occasionally repetitive, adds a lot more personality to wandering the fields than Skyrim’s mute protagonist, and by restricting the party to those four core members (and occasional guests) the conversations can flow naturally rather than having to work by triggering responses to one another as in something like Xenoblade. Already I’m feeling that core theme of “brotherhood” coming through very nicely indeed. The supporting characters are great, too, running the gamut from all-business badass (Cor) to the flamboyantly colourful and gorgeous (Cindy).

I’m having a blast, in other words. I’m looking forward to my next day off, when I’ll be able to really get stuck in.


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