Oh Clive, Lightning Returns: Final Fantasy XIII was only 10 years prior to this game, not 13.
Phew, what a game. I've got a lot of mixed feelings on this one, which usually means a pretty long review, but this is one of my longest by a good deal. That anticipated length is also one reason I've put it off so long (but hey, a long review I put off writing forever is pretty George R.R. Martin-esque, so it fits). The short answer is that my feelings on this game are extremely mixed. I think some aspects of the game are frankly pretty incredible and legitimately a marvel accomplishment for gaming. Unfortunately, other aspects of the game drag and are so rough that it really drags down the great parts, even if it does not wholly negate them. I have therefore waffled considerably on exactly how I feel about the game on balance and spoiler: I am still not totally sure there's an answer to that.
NOTE: Before you hit "See More," be aware that while I'll spoiler tag details I'd consider spoilers, some of these screenshots could be considered a bit spoilery as well, though I'm avoiding anything too major.

For Final Fantasy XVI, the developers quite purposely and openly took inspiration from George R.R. Martin's A Song of Ice and Fire or the more well-known TV series version Game of Thrones that I expect most people are familiar with at the very least by cultural osmosis. Given the influence isn't clearly taken from the books or TV show alone, I'll just refer to it as GoT for short where necessary. This choice has garnered quite a bit of discussion as to whether it works for Final Fantasy, how well it was done, and whether it was something that should have been done in the first place. My feelings on the matter are somewhat nuanced. I don't think this mission was inherently flawed. Inspiration can come from many places and in many forms and for a series like Final Fantasy that is all about reinventing itself and working through totally new iterations with every entry, I don't think this project was doomed from the get-go. I would even argue that it works fairly well in creating a new and fairly interesting world that hasn't been done to this extent too much in games, despite GoT's influence in TV, movies, and novels. My biggest issue with this incorporation is that I feel the game is going more for the general feel and aesthetic of GoT while missing some of the important nuance, character depth, and narrative interconnectedness that really makes that franchise so successful and impactful. It's clear that XVI is going for a dark-ish fantasy setting with the gritty consequences and rugged unforgiving set pieces that GoT is known for, but that seems to be where the resemblance ends. I don't really like statements about how the writers "didn't understand" the source material primarily because we can't really know the reasons for certain decisions and it's a weirdly ad hominem criticism, so I won't employ it here. Rather, my face value interpretation is that I think they simply liked the general idea of a GoT-inspired setting without going for the full package as to its narrative design. While I wouldn't necessarily want the full package of a 1:1 GoT rip-off, I think lacking some of those elements really harmed the game in some important ways and while I'm being vague, I think this is the source of some of my greatest frustrations with the game, so I will go into more specificity below. As a quick note, I'm not going to go into too much detail on it, but there is a fairly significant GoT spoiler below. It happens to be under one of the spoiler tags that also includes spoilers for this game, so just a heads up.

First, the characters, with few exceptions, simply aren't that great in XVI. Clive is a pretty good character, especially brought to life by competent voice-acting that manages to be hard and grizzled without feeling too over-the-top most of the time. Cid also stands out as a pretty strong character. Most everyone else however varies between one-dimensionally-expressive-but-uninteresting and just plain bland. The narrative takes its time to establish some really interesting character backgrounds and set-ups for characters like Jill, who better-written could've easily made for a good protagonist in her own right, but ends up being kind of boring, despite her importance to the game's main plot. Most of the minor characters are fairly forgettable as well. This is all rather odd for a story taking its inspiration from GoT, which is a character-driven story even more than it is plot-driven, despite its notoriety for grand drama and twists. I would've really liked to see more of that style incorporated into the game's characters, especially its villains and its handful of women, both categories of which really get the short end of the stick. Almost every villain is pretty plainly just a "bad person," with motivations that even when they have a human element, are not particularly sympathetic or even interesting. There are few women in the game of importance, but dead-pan Jill is probably the most interesting one. Benedickta—a double-whammy of female and villain—for instance feels like a real missed opportunity. She is given a lot of focus early on and made to seem more significant than she is likely because she's the first real major antagonist you will overcome and is a character that seemed primed (pun intended) for a sort of quasi-redemption arc, something GoT does quite well with some of its characters. I love this kind of arc for a character who is bad and does potentially awful things, but eventually has a gradual epiphany in which, while their actions may not ever make up for what they did, they are committed to being better, or at least seeing the world in a new light that shifts their general apathy and/or malice towards others. But no, in a moment in which Benedickta loses her powers as a bearer—which to me was an almost obvious nod to Jaime in GoT losing his hand, an important moment to his further development as his worldview shifts when he is without one of his greatest sources of self-worth—she narrowly avoids sexual assault by "losing control" and flipping out to become a monster that must be put down, not only missing out on any greater depth she could have had, but also leaning into crappy tropes, yay. I could make similar points about every villain in the story with very little difficulty but I don't think much more illustration is needed and I don't feel like covering this review in spoiler tags.

Another big source of ambivalence for me is the world-building. On paper, I actually love a ton of the ideas that went into this game. I think the concept of dominants able to transform into eikons that can single-handedly grant a nation considerable military and political power is really interesting. There's a lot of great intrigue that could be done with this sort of thing, especially with exploring the implications of a world in which people like this exist. To be clear, this element definitely gets explored to an extent. I'm sure it is no spoiler for those who haven't played the game that the eikons/dominants are pretty damn important to the plot of this game. And the international political implications are at the core of several plot threads and twists. But I still feel like a lot of the details are left unexplored and the implications aren't fully plotted out. For instance, I continually found it really jarring when another dominant would be revealed and everyone would be shocked without any explanation of why no one was aware such and such was the dominant of whatever. There are a couple times that makes sense, but these are essentially a handful of people with the single most powerful ability in their known world. Why isn't their identity common knowledge? That identity is probably the #1 thing any competent ruler will want to know as control of a dominant, or even multiple dominants, could make any one faction a sudden superpower. I can imagine some reasons for this, but the game basically never provides any of them. While that revelation can be dramatic, sure, it made the world feel a lot less thought out. This is another area they really could've taken a page out of their source material as GoT thrives on having a living breathing world that is happy to wax lyrical about the implications and consequences of this or that element on other parts of the world many miles away. This is just one example though. The fact the story is focused on disrupting the status quo but never really tells us anything about previous bearer revolts or other such rebellions is another one that makes the history feel very unrealistic and shallow. When the world of XVI does consider its inter-connectedness, I felt much more immersed in its world, but there were a good number of parts I was taken out of it by how small, static, and isolated so much of it felt.

Okay, off the topic of GoT comparisons, how is this as a video game? Well, you'll be shocked to hear that I have mixed feelings on the matter!
First off, the general combat gameplay I think is "okay." There's been a lot of controversy about the shift to action-RPG (that already happened with XV, cough cough), but I personally don't really care. The series has been shifting away from turn-based for a long time now and few RPGs of this scale are sticking to it so I viewed it as an inevitability I accepted long ago. There is an argument to be made that this game is more of a beat em up title like Devil May Cry or Bayonetta but as someone who's a fan of those games, I personally don't feel it gets that far or even very close to it. It's more action than a lot of RPGs, but it is still an RPG, if a toned down one. The combat itself can be fairly fun. Getting to play around with the totally different ability loadouts and seeing their unique styles is pretty exciting and was a good pull for a while. But I feel that despite the criticisms that they went too far, they didn't really go far enough if they wanted this fast paced feel to consistently hold our attention. Once you get the hang of it, it just feels like mashing the same button and burning cooldowns. You could reductively describe a lot of action-based combat that way, but in the later stages of the game, there's little illusion to mask this even on a surface level. My enjoyment of the combat went up and down a few times throughout the game but by the end of it, while I didn't love it, I didn't totally hate it either.
The world exploration side of the gameplay is fairly poor. The scenery is gorgeous (more on that in a bit), but the actual map layouts are kind of dull and there's very little reason to explore almost ever. The sense of wonder the vistas inspire is constantly juxtaposed by how much I might as well be walking in a corridor because the only thing off the beaten path is a 3 gil pickup.

The only other reason to wander is the next aspect of world exploration I'd like to discuss: the quest design. It sucks. I'm not the first to say it, but I have to agree. The vast majority of side quests are just boring. While the game never otherwise feels "unfinished," the side quests legitimately feel like placeholders that they were going to go back and make more interesting later. Which is a shame as again, I really wanted this world to come alive more and at least conceptually, the side quests are aiming to do exactly that. They're just so often significantly worse written and designed than the main plot that they work against that goal more than anything. There are also way too many of them for how dull and repetitive they are and while you could theoretically ignore them, you'd be left with tons of quest waypoints clogging up your hideaway map which would annoy my brain and I'm not sure they could be toggled off. On that note, while there are certainly way bigger offenders for waypoint clutter, sometimes the quest log and such can get in the way of some otherwise pretty sights.

This is not to say the main plot is non-stop amazing either, though I have some more positives to say there. The story quests feature plenty of stretches that are little better, if not totally on par with the side quests. This leads to the game's poor pacing that many have noted. However, the highlights of the game are found almost entirely in the main plot which aside from those slower stretches is actually pretty strong. When the plot picks up, there are some very engaging moments infiltrating important enemy bases and facing down distinct and powerful foes with some really amazing fights and cool character moments throughout. Which is where I have my most positive thing to say about the game: the climactic eikon fights are downright awe-inspiring. And I intend every bit of hyperbole there. These battles I think are quite possibly some of the most "epic" moments I've seen in a video game, period. They look good, they sound good, they feel good, and they really make the story feel like it's coming to a head and delivering on the epic fantasy we're all here for. This was my favorite part of the game and without it I think I'd feel a lot more down on the title. Now, it would definitely be a mistake to say "the whole game should've just been like that." It would be exhausting and the grand moments would lose their appeal in such succession. The game's biggest flub in my eyes is not that it had too much downtime, but that it simply didn't do a good job designing the downtime. These stretches between where the plot really amps up were the perfect opportunities to highlight the intricacies of the world. But the most we often get is a sort of ham-fisted misery porn tour of "wow, shit sucks in this village, this world sure is gritty!" over and over. In such excess, even those moments that should inspire sympathy and engagement start to be kind of dull, with a few exceptions.

While I've already touched on it some, I do think one of the things I'm least ambivalent on is that the general presentation of the game is [Final] Fantastic. The game is beautiful and not just in its technical achievements that demonstrate what this gen is capable of more than most any other game I've played. The world also just looks really gorgeous and is beautifully designed, ever contrasting rather complementarily with the game's grim tone and themes. When the exploration of the world's narrative elements let me down (or got me down), I at least appreciated the sense of wonder that the regions' vistas and environments inspired. My only real complaint on presentation is that on a smaller scale, the character design is fairly bland at times, especially for a series known for its bombastic looks. While I think they should've made them more in line with earlier titles, I at least get that they were likely aiming for something that aligned more with the grounded tone. Still, I found myself using the free DLC outfits a lot since they made your characters look at least a little more magical and special.
The sound design side of the presentation is mostly strong with some great tracks throughout full of swells and nostalgic themes, though I do wish there were more dynamism. For instance, it drove me crazy how many times the absurdly grand (in a good way) boss theme gets very abruptly interrupted when you strike the killing blow, even if the music is crescendoing or is mid-melody. It was likely meant to be jarring, but it didn't work for me at all. But in general, more could've been done with the mix to match the action, even if the score itself was great.

Lastly, the story itself. I've kind of touched on most aspects of this throughout, but as for the story on a premise level, it too is somewhat hit-or-miss. I found the beginning of the game to be quite compelling. The prologue (that also made for a stellar demo) kicks things off really well and Clive's recovery and revenge plot I found really engaging. Unfortunately, while I won't get into the details, it gets dropped fairly early on and while there are some good thematic throughlines about oppression, shattering the status quo, and even climate change analogies, the actual engagement of the plot mostly fails to hold up as it shifts into the big middle of the game and once again in its final act. Much of the plot hops around between big bads that you need to go after and while that can be a great structure, again, the villains aren't very compelling, which is a significant problem for that structure. The character relationship plots are sometimes good, though I feel like most just kind of fizzle out. There's also this weird tendency for characters to disappear randomly with hand-wavey explanations. This happens with Jill especially where for periods she'll just be "recovering" or something and is out of your party and not in cutscenes for a while in a way that somewhat comically feels like on a TV show when an actor was injured for a period of shooting and the writers had to make up a last minute excuse for why she's completely not around, which is all the more funny since that makes no sense in this context. But anyway, while the story's got a lot of flubs, when it's good, it can be quite good. There might be a lot about this game that is forgettable, but there's also a lot of great moments that will have you on the edge of your seat too.

Okay, yeah, that was a pretty long review (and it's still got one long paragraph to go)! Props if you made it this far and I hope it was interesting even if I mostly wrote it for myself to sift through my own thoughts. I think this is likely to be a controversial title that will have people talking and that at least I think is a good thing. Hell, as indicated ad nauseum above, I couldn't stop arguing with myself about its flaws and merits and admittedly, I'm realizing this review is probably not super helpful for those on the fence about trying this game (sorry!). I expect that many people will nod along with several of my points and totally disagree about others. While I certainly prefer unambiguously good games for obvious reasons, I do have a soft spot for games that can elicit such diverse reactions and this seems to be one of them. This is only my second written review of a Final Fantasy title but I have been with the series for a long long time. My first game was Mythic Quest on the SNES and I've played most every one of the non-MMO mainline titles since to completion as well as a slew of spin-offs, DLCS, and sequels. Most of them I jumped on immediately at release. While I wouldn't put it as my "favorite series" by any means today, there was a time it probably was and I definitely have a nostalgic tie to the series, despite its tendency for peaks and valleys. I personally did not like XV very much at all so I was invested in seeing what the next mainline game would be like and I'm left pretty on the fence. On the one hand, I like this game considerably better than XV, hands down. But on the other hand, I'm far from saying that we're on our way back to the heights of the series' golden age. Instead, I think I'm just going to try and be content accepting what this game is to me: a flawed but interesting experience that still manages to at least in some ways be rather outstanding. I can talk all day about what the game could've done better (I mean, obviously I can lol), but it definitely is a game that gave me some pretty solid emotional heights at times and that's a lot of what I want out of a game. As far as my rating, I'll just add the last unsurprising disclaimer that I really wasn't sure how many stars to give this. It definitely wasn't a 5 and it was much better than a 2. For its successes, I want to say it's better than most 3s I've reviewed, but the pain points are fairly significant for a 4-star game for me as well. I went ahead and rounded to 4 just given that while the flaws are pretty rough, the fact I feel this game sets a new bar with some of its elements is a pretty big deal and one I'd like to acknowledge.
Thanks for reading!