
As I’ve been happily plugging away at Final Fantasy XVI, I’ve also been playing its direct predecessor, 2016’s Final Fantasy XV. I originally wasn’t planning to, but I picked up the PC version of the game during the Steam Summer Sale and blew through the game on my Steam Deck. Oops!
Anyway, to this day, Final Fantasy XV is a title that I find very difficult to digest (So, sorry if I have a lot to say!). It had an infamously troubled development, beginning life as a Final Fantasy XIII spinoff for the PS3, spearheaded by Kingdom Hearts mastermind Tetsuya Nomura. After several years, development for the game was restarted under the watch of Hajime Tabata, who eventually became the sole director of the project and repurposed a lot of the original concepts into something that was barely recognizable to those who were following the title since its initial announcement. Ultimately, Versus XIII's promise of a dark and mature Final Fantasy would not become a reality until this year—and in a much different form—with Final Fantasy XVI.
Tabata has received his fair share of criticism from those who might dislike Final Fantasy XV, but I believe that without the change in leadership, the project likely would have faced outright cancellation. Final Fantasy XV becomes, in a way, a kintsugi piece—a work of art pieced together from the shattered remnants of Nomura's initial vision, with clearly visible cracks.
A game with such a tumultuous pre-release history is inevitably going to have some baggage, and boy does XV have it. This game has so much going on that it's difficult to break down, but I like to start by splitting the package up into two very distinct sections in its runtime: the open world section (Chapters 1-8) and the linear section (Chapters 9-14). Even within these two buckets there are a lot of peaks and valleys, but the juxtaposition of these two sections, and how they abrasively run into each other, contributes to the game's disjointed and unfinished feel.
Despite its cracks, though, Final Fantasy XV is also astoundingly beautiful and touching. It's a character-driven tale about the profound bonds we forge with our friends, and the sacrifices that we are willing to make for those that we hold dear. It is about duty, responsibility, and coming to terms with one's own destiny. These resonant themes are woven into numerous poignant moments that remain just as powerful today as they were upon the game's release in 2016.
CHAPTERS 1-8

I always found the open world portion of XV to be very enjoyable. This section of the game follows Noctis and entourage of emo BFFs as they deal with the fallout from events that are not well explained in-game, and are instead relegated to a prequel film called Kingsglaive: Final Fantasy XV. Even as someone who finished the game back when it was first released, I found the story to be occasionally incomprehensible during my replay, as you are thrust into pursuing ancient tombs and divine blessings without proper context. Despite the sense of aimlessness this creates, there's an immediate charm emanating from the characters that compensates for it.
Noctis is the prince and heir to the kingdom of Lucis, and he's on a mission to meet up with his childhood friend, pen pal and Oracle of Tenebrae Lunafreya, as part of an arranged marriage between their kingdoms. Noctis is a bit blasé about the situation, and is regularly called out for not taking his role as seriously as he should. Thankfully he's joined by his three best friends, Ignis, Gladiolus and Prompto, and the relationship between these four is the element that carries this entire game on its shoulders.
The dialogue can be goofy, and the tone is much more lighthearted than you would think. This section of the game is akin to a cozy road trip with your friends, as the group travels around the countryside not only completing quests, but also discovering a wide array of side activities like fishing, chocobo racing, photography and hunting.
There are certainly many quirky aspects to this game that might rub people the wrong way. While the open-world driving might conjure images of Grand Theft Auto, driving is actually much more restrictive than you'd imagine. You are mostly driven automatically to whatever destination you choose from a menu. Though you can take manual control if you desire, you can only drive off road by obtaining an upgrade to your car that was added in a post-release patch. Combat appears to be action-focused, but I find it much more enjoyable to enable the game's "Wait" mode, which lets you treat it like a tactical combat system by pausing time and letting you be more methodical about your decisions.
Combat in general is a weak point of the game. Noctis, who was the only playable character at launch, feels dismal to control. His actions have this weird delay to them, and the "ideal" way to play is to hold the attack button to have him automatically attack the enemy at his pre-determined pace. This is something that felt especially jarring coming from the polished and fluid combat of Final Fantasy XVI. One of the most frustrating aspects is the game's battle camera, which annoyingly puts itself in the worst positions possible when targeting specific enemies, a task that arises frequently. Noctis does have some variety to him, at least, as he has access to several weapon types such as one-handed swords, greatswords, lances and magic spells.
On the other hand, the game has a surprising amount of depth thanks to the Ascension system, which is basically a series of in-depth skill trees that let you specialize into many of the game's core systems. There are a lot of impactful abilities that you can gain, with one game-changer being the ability to play as your other party members, which made the combat much more enjoyable than I remember. I'll delve further into my thoughts on each character's playstyle when discussing the DLC content.
In the grand scheme of open world RPGs, XV is certainly not the best. In fact, the game is ridden with the jank and buggyness that was typical of the genre at the time. But this game remains enjoyable because it's also a very interesting and experimental take on the formula, largely attributable to the game's Final Fantasy DNA. Revisiting the game really was a pleasure, and its shortcomings become easily overshadowed when focusing on the overall experience rather than the isolated aspects that may fall short of greatness.
CHAPTERS 9-14

In Chapter 9, something pretty significant happens--you are taken out of the open world. While you can revisit it through your "memories" at rest points, from then on you can only advance the story in these more linear sections. Perhaps uncoincidentally, the pacing of the story greatly improves. Numerous major twists turn the experience on its head, and a darker mood pervades as the game hurtles towards its conclusion.
It is in this section of the game that the truly brilliant story moments occur, moments that, while at times still clumsily delivered, really made the game feel more cohesive. But at the same time, the gameplay also becomes much less interesting. The exploration is totally gone, replaced with small setpieces that are much less interesting than the open world. The intriguing dungeons of the game's initial section give way to monotonous hallways and bombastic combat encounters that expose the game's flawed combat system. It's a disappointing shift. The environments feel like scrapped bits that were cobbled together to give the narrative a satisfying conclusion, and that's it.
Thankfully, that conclusion itself is still grand and satisfying. By the end, I was awestruck by the entirety of the experience, and it's worth mentioning that some of the post-launch updates to the game's final chapters alleviate certain issues present in the original version of the game.
DLC
Of course, that wasn't the end of Final Fantasy XV. There are five DLC experiences that help expand the story to various degrees, and I played all of them.
The first DLC, Episode Gladiolus, offers the least story content of the bunch. It revolves around Gladio's quest to confront the enigmatic Blademaster and gain more power. You do get some additional details about Cor, but not really any important insight into Gladio's character. The episode primarily consists of a lengthy, linear dungeon featuring combat encounters that highlight Gladio's new combat system. As you would expect, Gladio has a heavier feel than Noctis, but his controls are not all that different from Noctis with a greatsword. In a nice departure from the easiness of the main game, Episode Gladiolus can also be pleasantly challenging.
Episode Prompto is the second DLC, and probably the weakest of the pack. Prompto has the most distinct combat style, having access to weapons that turn the game into a pseudo third-person shooter. While this has promise on paper, XV doesn't excel at being a competent shooter. The enemies are boring as heck, and the AI doesn't offer a good challenge. The story does give more breathing room to a certain detail about Prompto's past, but it doesn't really have any important revelations that make it a recommendable addition to the overall canon.
Episode Ignis, chronologically preceding Episode Prompto, takes place during a pivotal story moment in Altissia. This is the first of the DLCs that really helps positively augment the story of the main game, giving much needed additional depth to not only Ignis, but also Ravus. From a gameplay standpoint, this is where the DLCs become interesting. It unfolds within a small, explorable section of the city and introduces a delightful hookshot that allows swift access to rooftops. The episode has an interesting mechanic where you "reclaim" portions of the city by clearing the area of enemies. Iggy controls similarly to Noctis, but has a mechanic that lets you switch between elemental modes that prioritize single-target damage, area of effect damage, or mobility. This one is a must-play if you enjoy the main game.
The last of the episodic story DLCs is Episode Ardyn, and it's also the beefiest of the bunch. Not only does it do a great job of fleshing out one of the most important characters in the game, it also includes very important lore tidbits about the world itself that make the story feel more coherent.While this information should have been included in the main game, this DLC effectively remedies that oversight. The primary gameplay segment allows you to assume the role of Ardyn in a sizable portion of the city of Insomnia, building upon the gameplay concepts introduced in Episode Ignis. Ardyn can warp to rooftops similarly to Iggy's' hookshot, but he possesses additional mobility through a magical warp ability. The gameplay has you navigating to several points on the map to take on powerful enemies, and it's really quite fun. I'd say this is the most essential of the DLCs.
Last, but not least, is Comrades. This is the odd duck of the bunch, as it was FInal Fantasy XV's multiplayer mode. However, since the online functionality was discontinued in 2020, you can't match with random players, and have to play with AI partners instead. Comrades takes Final Fantasy XV’s core mechanics and presents them in a structure similar to Monster Hunter. You create a custom character who is recruited to take on missions from the hub city of Lestallum. You take on missions to hunt specific monsters in a group of four, and are rewarded with experience, gil and meteor shards. The main gameplay loop revolves around using these rewards to purchase items, upgrade weapons, and unlock additional outposts and missions by spending meteor shards. This is the only DLC of the bunch that I did not play to completion. Unlike the other DLCs, which can be completed in around an hour, Comrades is a much longer affair. Unfortunately, I found it less compelling without real companions to play with, and after around four hours, I decided to drop it.
CONCLUSION
Despite its many blemishes, I completely fell in love with Final Fantasy XV, and that love hasn't changed in the years since its release. If anything, it's grown thanks to Square Enix's commitment to refining and enhancing the experience. And while the resulting game is still far from perfect, it's definitely enough for me to consider it a worthy entry in this franchise. The narrative themes, the amazing music from Yoko Shimomura, and the mesmerizing world still carry the same impact as they did six or so years ago. Okay, now finally, back to playing Final Fantasy XVI.