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𝓦 𝓞 𝓐 𝓗 , 𝓘 𝓣 ' 𝓢 𝓢 𝓟 𝓞 𝓞 𝓞 𝓟 𝓔 𝓡 ! :tso7_Elemental::Void:


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𝒯𝒽𝒶𝓃𝓀𝓈 𝒻𝑜𝓇 𝒹𝓇𝑜𝓅𝓅𝒾𝓃𝑔 𝒷𝓎; 𝐸𝓃𝒿𝑜𝓎 𝓉𝒽𝒾𝓈 𝒻𝓊𝒸𝓀𝒾𝓃' 𝑔𝑜𝒶𝓉, 𝓂𝓎 𝑔. :AlCapone:
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           𝙀 𝙓 𝙋 𝙀 𝙍 𝙏 𝙄 𝙎 𝙀 :
            • 𝘈𝘤𝘩𝘪𝘦𝘷𝘦𝘮𝘦𝘯𝘵 𝘏𝘶𝘯𝘵𝘦𝘳
            • 𝘈𝘷𝘪𝘥 𝘚𝘤𝘳𝘦𝘦𝘯𝘴𝘩𝘰𝘵 𝘌𝘯𝘵𝘩𝘶𝘴𝘪𝘢𝘴𝘵
            • 𝘉𝘢𝘥𝘨𝘦 𝘊𝘰𝘭𝘭𝘦𝘤𝘵𝘰𝘳
            • 𝘊𝘢𝘴𝘶𝘢𝘭 𝘎𝘢𝘮𝘦 𝘙𝘦𝘷𝘪𝘦𝘸𝘦𝘳
            • 𝘡𝘢𝘻𝘢 𝘊𝘰𝘯𝘯𝘰𝘪𝘴𝘴𝘦𝘶𝘳
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           𝙎 𝙋 𝙀 𝘾 𝙎 :

           • 𝘾𝙋𝙐: 𝘐𝘯𝘵𝘦𝘭 𝘊𝘰𝘳𝘦 𝘪9-13900𝘒 𝘗𝘳𝘰𝘤𝘦𝘴𝘴𝘰𝘳

           • 𝘾𝙋𝙐 𝘾𝙤𝙤𝙡𝙚𝙧: 𝘋𝘦𝘦𝘱𝘊𝘰𝘰𝘭 𝘈𝘴𝘴𝘢𝘴𝘴𝘪𝘯 𝘐𝘝 𝘗𝘳𝘦𝘮𝘪𝘶𝘮 𝘊𝘗𝘜 𝘈𝘪𝘳 𝘊𝘰𝘰𝘭𝘦𝘳

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ • 𝙂𝙋𝙐: 𝘎𝘦𝘍𝘰𝘳𝘤𝘦 𝘙𝘛𝘟 4090 𝘎𝘈𝘔𝘐𝘕𝘎 𝘖𝘊 24𝘎

           • 𝙈𝙤𝙩𝙝𝙚𝙧𝙗𝙤𝙖𝙧𝙙: 𝘎𝘪𝘨𝘢𝘣𝘺𝘵𝘦 𝘡790 𝘈𝘰𝘳𝘶𝘴 𝘌𝘭𝘪𝘵𝘦 𝘟 𝘞𝘪𝘧𝘪7

           • 𝙍𝘼𝙈: 𝘛-𝘍𝘰𝘳𝘤𝘦 𝘋𝘦𝘭𝘵𝘢 𝘙𝘎𝘉 𝘋𝘋𝘙5 𝘙𝘢𝘮 64𝘎𝘉 (2𝘹32𝘎𝘉)

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ • 𝙎𝙩𝙤𝙧𝙖𝙜𝙚: 𝘚𝘢𝘮𝘴𝘶𝘯𝘨 990 𝘗𝘙𝘖 𝘗𝘊𝘐𝘦 4.0 𝘕𝘝𝘔𝘦 4𝘛𝘉 𝘚𝘚𝘋

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎ • 𝙋𝙤𝙬𝙚𝙧 𝙎𝙪𝙥𝙥𝙡𝙮: 𝘚𝘦𝘢𝘴𝘰𝘯𝘪𝘤 𝘍𝘰𝘤𝘶𝘴 𝘎𝘟-1000, 1000𝘞 80+ 𝘎𝘰𝘭𝘥

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ • 𝘾𝙖𝙨𝙚: 𝘈𝘯𝘵𝘦𝘤 𝘊𝘰𝘯𝘴𝘵𝘦𝘭𝘭𝘢𝘵𝘪𝘰𝘯 𝘊5 𝘉𝘭𝘢𝘤𝘬
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Overall: 8.25/10

Story:

First things first: I’ve never played a Final Fantasy game prior to XVI. I came into this completely blind, with no expectations or series bias. That said, I genuinely enjoyed the story, but it’s hard to ignore the bumps along the road.
As a newcomer to the franchise, FFXVI throws you straight into its dense lore, with terms like “Dominants,” “Mothercrystals,” “Bearers,” etc. introduced without much context. While the spectacle is captivating, the first few hours can feel overwhelming as you try to piece things together. Thankfully, the game gradually explains its world, but the initial adjustment period is significant.
Now, I could write an entire essay about XVI’s narrative alone, but to save everyone several hours: it's a mix of soaring highs and frustrating lows. I found the core story very engaging, with a compelling protagonist in Clive and a strong main cast, (although some plot points did feel slightly cliche/cheesy), but the pacing suffers greatly at times due to excessive MMO-style filler. Tasks like fetching items or talking to people then slaying an enemy to gain their trust often feel like distractions rather than meaningful additions to the narrative.
One of my biggest frustrations is how underutilized Jill is. Despite Jill's potential, her personal goals basically dissolve once she and Clive reunite, and then her role serves to enhance Clive’s development rather than establish her as a fully realized character. Time spent on filler REALLY could’ve been better used exploring her arc.
The time skips are another issue. Though they make narrative sense, five years to rebuild the Cursebreakers and Hideaway, they feel empty. The Hideaway achieves much, but these accomplishments are told in the lore rather than truly felt within the main story, and this made the skips feel like missed opportunities and, honestly, jarring from a gameplay perspective.
Regardless, XVI excels in its grand political narrative and jaw-dropping Eikon battles, which are visual and emotional spectacles. These moments are where the game truly shines, and serve as some of the coolest scenes I've seen in gaming.
Finally, the ending left me conflicted. While I don’t mind tragedy, the conclusion really just feels at odds with the story’s themes. Throughout the game, Clive's crew consistently emphasize rejecting solitariness and self-sacrifice, yet Clive’s final act contradicts this, undermining the narrative’s message.
Although I didn’t finish FFXVI until the new year, overall, I really enjoyed the story. It’s easily in my top 10 of 2024, but it’s held back by a plethora of small problems and plot issues that pile up over time. These flaws keep it from being the truly exceptional narrative this game deserves.

Gameplay:

I went into FFXVI knowing the franchise's reputation as a staple of JRPG's; However, this game is a marked departure from that tradition, leaning heavily into action gameplay with minor RPG elements. IMO, this shift wasn't an issue since I love action games with RPG mechanics, but it's worth noting for series veterans who may expect something closer to classic turn-based or strategic systems.
Nevertheless, the combat is one of FFXVI’s best features, though it does take time to shine. Early on, it feels a bit limited, with only a handful of abilities at your disposal. However, once you unlock more Eikons and start gaining access to more abilities, the system truly opens up. Experimenting with different Eikon powers, mastering abilities, and then slotting those abilities into other Eikons’ loadouts creates a level of customization and depth that’s incredibly satisfying. By the time you’ve gotten a feel for which abilities and combos suit your playstyle, the combat becomes fluid, dynamic, and rewarding.
That said, this progression comes with a pacing issue. It takes several hours of gameplay to reach a point where combat feels truly engaging and varied. For me, FFXVI didn't hit its stride until I unlocked my third Eikon, and that’s a significant chunk of time to invest before the mechanics fully click. Still, once they do, the payoff is worth it.
The Eikon fights deserve special praise. These sequences are some of the coolest I’ve seen in gaming, full stop. While the movesets in these battles aren't particularly intricate, they’re clearly designed to be more about the spectacle and the overall vibe than intricate mechanics. And on that front, they absolutely deliver, offering fantastic visuals and a sense of scale that feels epic every time.

World:

The world design strikes an excellent balance between freedom and focus with its "wide linear" or "open zone" approach. It avoids the extremes of both sprawling open worlds and rigid linear corridors, instead offering expansive zones that encourage exploration while maintaining a clear narrative direction. Main areas feature large, immersive landscapes with side quests and shops, while dungeons and story-driven segments embrace linearity for tightly curated, impactful experiences. The seamless transitions between these elements enhance the pacing and emotional depth of the game.
For me, this hybrid approach is ideal for a narrative-driven game like XVI since the trend of overwhelmingly large open world maps in AAA games is something I've grown to find exhausting. On the other hand, a completely linear approach can feel restrictive and stifle the sense of immersion. While I do wish there was a little more to do in each of the towns/villages, I believe that overall the open-zone design bridges this gap perfectly, allowing for meaningful exploration without sacrificing the refined cinematic quality of the story.
By guiding you through meticulously crafted environments while still leaving room for personal agency, I think XVI strikes a harmonious balance that works very well for what it is.

Visuals:

The graphics and visuals of XVI are a mixed bag for me. On one hand, the game is undeniably gorgeous. The art direction is stunning, with beautifully crafted environments, detailed character models, and immersive lighting and effects. From sweeping vistas to intense combat sequences, the visuals consistently amaze.
Yet, despite this excellence, there are glaring issues that are hard to ignore—issues that are especially frustrating in an AAA game release in 2024. Upon launch, the game’s cutscenes are locked to 30fps, a limitation that feels archaic in an era where fluidity is a standard expectation. Additionally, the lack of native ultrawide support and FOV adjustment is downright baffling. These omissions feel especially egregious given how easy it is to unlock these features with mods, but the fact that they weren’t included natively reflects poorly on the game’s design priorities. In a modern release, players should not have to rely on third-party mods to achieve basic graphical and usability options. It’s an outrage and, frankly, unacceptable.
One standout feature, however, is the State of the Realm maps, my favorite visual and UI aspect of the game. This system includes the Grand Cast, a detailed character relationship diagram, and the Situation Map, a geographical view with key points of interest and updates on Clive’s party. Both not only look fantastic, but also helped my understanding of the story, providing clarity and perspective.

Music/Sound Design:

The music and sound design are nothing short of phenomenal. The OST is a masterclass, seamlessly blending epic orchestral scores with intimate melodies that perfectly capture the tone of every moment, from grand battles to quiet, emotional scenes. Each piece feels thoughtfully composed to enhance the narrative and gameplay.
the sound design is equally impressive. The clash of swords, the roar of Eikons, and the environmental audio create a rich, immersive experience. Whether it’s the subtle ambiance of a village or the thunderous impact of a boss fight, the soundscapes bring the world to life.
Activité récente
7 h en tout
dernière utilisation le 19 janv.
48 h en tout
dernière utilisation le 19 janv.
3,1 h en tout
dernière utilisation le 18 janv.
Kukunochi Il y a 6 heures 
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣼⠓⢄⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠏⢹⠀⠀⠱⡀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⠀⢸⠀⠀⠀⠘⠄
⣤⣤⡤⢤⣀⣀⠀⠀⠀⠀⢀⠃⠀⠈⠒⠢⢤⡀⡁⠀⠀⠀⠀⢀🤍⣤⠤⢄⣀
⡏⠉⠒⠒⠤⡀⠉⠙⠊⠁⠀⠀⠀⠀⠀⠀⠀⠈⢺⠀⠀⠀⣠⠞⢛⠛⠋⡈⡀⠌⢣
⠸⡀⠀⠀⢀⠎⠀⠀⠀⠀⠀⠀⠀⢀⡖⠛⠲⠀⠀⠱⠀⠀⡎⠄⡁⠄⡁⠄⡀⠄⡁⠸⡀
⠀⠱⡀⠀⡎⠀⠀⠀⠀⠀⠀⠀⠀⠈⠃⠀⠀⠀⠀⠀⠨⠀⢘⠡⡀⠄⡀⠄⡀⠄⡀⠨⡎
⠀⠀⠈⠺⡇⠀⢀⡞⠉⠉⠂⠀⠀⠀⢀⠀⠀⠀⢀⣹⡉⡩⢢⡀⠄⡀⠄⡀⠄⣠⠏⡅
⠀⠀⠀⠀⢇⠀⠈⠃⠀⠀⠀⣀⠜⠓⢻⠀⠀⠀⡰⠗⠉⠀⢀⡍⢦⣄⣤⣴⠟⠋⠀⡸
⠀⠀⠀⠀⢣⠀⠀⠀⠀⠀⠀⠀⠑⠤⠜⠀⠀⠊⠀⠀⢀⠞⠉⠀⠀⠈⢣⣀⣠⠤⠚⠁
⠀⠀⠀⠀⠀⡳⠧⡥⢦⣆⡀⠀⠀⠀⠀⠀⠀⠀⠠⠊ 𝐻𝑎𝑣𝑒 𝑎 𝑙𝑜𝑣𝑒𝑙𝑦 𝑑𝑎𝑦
🖤Darknexx🖤 Il y a 10 heures 
⠄⠈⠚⡆⠄⢸⣿⣿⣿⣯⠋⡏⠄⠄⢸⣿⣿⣿⠿⠛⠛⠿⣿⣿⣿
⣂⣀⣀⣀⡀⠠⠻⣷⣎⡼⠞⠓⠦⣤⣛⣋⣭⣴⣾⣿⣿⣷⣌⠻⣿
⣿⣿⣿⣿⣿⣷⣦⣍⣙⠻⠳⠄⠄⠈⠙⠿⢿⣿⣿⣿⣿⣿⡟⣰⣿
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣄⣀⠄⠄⢀⣤⣤⣭⡛⠛⣩⣴⣿⣿
⠛⠉⠙⠛⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠛⠷⠦⣹⣿⣿
⠄⠄⢀⣴⣷⣶⣦⣬⣭⣉⣙⣛⠛⠿⠿⠿⠟⠁⡀⠄⠄⠄⢁⣿⣿
⠄⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⣍⠲⣶⣤⣄⡀⠄⣴⣿⣿⣿
⠄⣾⡏⢿⣿⣿⣿⣿⣿⣿⣿⠿⠿⠄⠹⣷⡌⢿⣿⣿⣷⣦⡙⢿⣿
⣷⡌⢷⡘⣿⣿⣿⣿⣿⣿⣧⣀⣀⡀⠄⠈⠹⡈⣿⣿⣿⣿⣿⣦⢼
⣿⣿⣎⢷⡘⢿⣿⣿⣿⣿⣿⣿⣿⠃⠄⣼⣶⡇⣿⣿⣿⣿⣿⣿⠓⣥
⣿⣿⣿⣎⢻⣦⡙⠿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠄⣿⣿⣿⣿⣿⣿⣄ ⡇
⣿⣿⡿⢃⢼⣿⣿⣷⣤⣍⣉⣙⣛⣛⣉⣥⡄⠄⢿⣿⣿⣿⣿⡿⠟⣥
⡿⢋⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣟⣿⣿⢁⣷⣤⣍⣉⣉⣭⣴⣾
Jurasim Il y a 11 heures 
⠀⠀:w_heart::yiingyang::w_heart:⠀⠀⠀⠀⠀⠀:w_heart::yiingyang::w_heart:⠀⠀
:yiingyang::cursor2::darkheart::cursor2::yiingyang:⠀⠀:yiingyang::cursor2::darkheart::cursor2::yiingyang:
:w_heart::darkheart::cursor2::darkheart::cursor2::w_heart::cursor2::darkheart::cursor2::darkheart::w_heart:
:yiingyang::cursor2::darkheart::cursor2::darkheart::cursor2::darkheart::cursor2::darkheart::cursor2::yiingyang:
⠀⠀:w_heart::cursor2::darkheart::cursor2::darkheart::cursor2::darkheart::cursor2::w_heart:
⠀⠀⠀⠀:yiingyang::cursor2::darkheart::cursor2::darkheart::cursor2::yiingyang:
⠀⠀⠀⠀⠀⠀:w_heart::cursor2::darkheart::cursor2::w_heart:
⠀⠀⠀⠀⠀⠀⠀⠀:yiingyang::cursor2::yiingyang:
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀:w_heart:
🖤Darknexx🖤 17 janv. à 17h23 
⣾⡻⡃⣿⣿⠸⢣⣾⢸⡸⣿⣿⢹⣿⣿⣿⠘⣿⣿⣿⢈⣿⢸⣿⣷⣭⣿⣿⡇⣿
⠃⣾⠃⣿⡏⢇⣮⣟⠸⡇⣿⣿⢸⠿⣿⣿⣤⢿⣿⣿⢸⢹⡆⡟⣸⣿⡟⣿⡇⣿
⢰⣿⠄⣿⡇⡜⠛⠛⠿⢤⢹⣿⣼⢀⣿⡏⠿⠄⣿⠟⣰⣦⢧⢱⣿⣿⠳⣿⠃⣿
⡜⣿⡆⣿⡇⣿⣿⣷⣶⣾⣦⣄⣧⣸⡸⢧⣿⡨⠩⠦⠿⠿⡼⢸⣿⡿⣄⢈⡆⢸
⠹⣿⡇⣿⡇⣿⣿⣿⣿⣿⣿⣿⢻⣿⣿⣿⣶⣶⣶⣶⣶⣶⡆⣿⣿⢇⡟⣼⡧⣫
⠄⢹⡇⣿⡇⣿⣿⣿⣿⣿⣿⣧⣤⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⣿⣿⢘⣾⣿⢷⠋
⠄⠈⡇⣿⡇⣹⣿⣿⣿⣿⣿⣧⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢣⣿⡟⣾⣿⣿⠄⠄
⠄⠄⢠⣿⡇⣷⠘⢿⣿⣧⡲⣾⣭⣭⣿⣒⠊⣹⣿⣿⡿⠁⣸⣿⡇⣿⣿⡏⡇⠄
⠄⠄⠄⣿⡇⣿⠄⠄⠙⢿⣿⣷⣶⣶⣶⣾⣿⣿⠟⠋⠄⠄⣿⣿⢳⣿⣿⢹⡇⠄
⠄⠄⠄⠘⣿⢸⢰⣆⠄⠄⠙⠻⣿⡿⠟⠛⠉⠄⠄⠄⠄⠄⣿⡟⣼⣿⢏⣿⢧⣷
Jurasim 17 janv. à 14h53 
:DonaldToad::DonaldToad::ru_1::ru_2::DonaldToad::DonaldToad::ru_1::ru_2:
:DonaldToad::ru_1::DonaldToad::bu_1::DonaldToad::DonaldToad::bu_2::DonaldToad::ru_2:
:DonaldToad::ru_2::DonaldToad::ru_2::ru_2::ru_1::ru_1::DonaldToad::ru_1:
:DonaldToad::bu_1::Bluecube1::bu_2::Bluecube1::Bluecube1::bu_1::Bluecube1::bu_2:
:DonaldToad::ru_1::bu_2::lefteye::bu_1::bu_2::righteye::bu_1::ru_2:
:ru_1::Bluecube1::ru_2::ru_1::ru_2::ru_1::ru_2::ru_1::Bluecube1::ru_2:
:DonaldToad::ru_1::ru_2::bu_1::ru_2::ru_1::bu_2::ru_1::ru_2:
:DonaldToad::DonaldToad::bu_1::ru_2::float::float::ru_1::bu_2:
:DonaldToad::DonaldToad::DonaldToad::bu_1::bu_1::bu_2::bu_2:
𝖘𝖆𝖜𝖑𝖑𝖘 17 janv. à 13h24 
:iloveu: