New Final Fantasy games always feel like a come-together moment for the games industry.
It really was the best of both worlds.
However, Final Fantasy loathes to repeat itself.
God of War and Bayonetta players will feel right at home.
The games RPG mechanics also offer a stark contrast from its predecessors.
In 16, these mechanics are simplified to an upward curve of numbers.
It’s barely a choice at all.
Do you opt for higher character stats or reduce the cooldowns on specific abilities?
Do you want to slow down time in combat or automatically charge up magic spells?
There are elements here that do feel foreign to the franchise.
They dont hide their feelings or avoid healthy communication.
So many Final Fantasy games depict crystals as a necessary force of light and magic.
In this one, crystals are viewed as towering symbols of oppression that must be destroyed.
In that way, 16 is no different than the games before it.
Why break tradition?
16s different, but same approach to series traditions extends to its gameplay.
Your options when it comes to weapons, builds and party members are thoroughly limited.
There are few roleplaying opportunities buried within this RPG, but it feels more like a character-action game anyway.
Perhaps thats for the best.
Each Final Fantasy game was made in a different time with different priorities.
16 brought its own magic to the table, and Final Fantasy will hopefully never be the same again.