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#I played it on my gf's computer she let me set up an emulator
slunberparty · 3 years
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*‧͙⁺˚*・༓☾✧・゚: *✧・゚:* 
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stompsite · 6 years
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So I Played FFXV
In most of my articles, I start out by presenting a problem. Maybe a lot of gamers hate zombies, and I want to write about a zombie game I love, so I present the problem of the zombie game, explaining in detail why I’m sympathetic to the concerns of people who hate zombie games, before explaining how the zombie game I love gets around that problem.
I do this because we’re rarely wrong about our feelings, but we’re often wrong about why. If I wrote “here’s a good zombie game,” no one would want to read that if they don’t like zombie games. By writing “this is why zombie games bore you and here’s how zombie games can excite you,” I appeal to a broader audience.
This brings me to Final Fantasy XV, a game one of my backers asked me to cover.
Good games writing often happens when an expert explains the ins and outs of a genre they know well to an audience they assume are quite intelligent but aren’t as familiar with the subject as they are. When I wrote about walking sims last year, I sat down and I went “okay, a lot of you are bored with walking sims. Why is that?” My editor’s boss didn’t seem to like it that much, insisting that the walking sim didn’t need any defending (even though The Chinese Room, developers of walking sims, had just shut down, and Tacoma, a walking sim with magazine covers, had sold a mere 10,000 copies). But I think people have strong feelings about things and they want to understand those feelings, so having an expert help them out without talking down to them is wonderful.
A little bit of history.
I may be an expert on video games, but I am most assuredly not an expert on JRPGs.
Unlike most people, I didn’t grow up with video game consoles. I saw a meme posted the other day saying “you can’t argue with me about games unless your first console was a Genesis or NES.” Mine was an Xbox 360, but I’ve been playing computer games for a great deal longer. Since Japan didn’t make many computer games (oh, sure, Final Fantasy VII was developed for Windows 95, but I don’t recall seeing it amidst the Diablo 2, Planescape Torment, and Half-Life boxes at CompUSA back in the day), JRPGs were never really a part of my gaming diet.
It’s not to say that JRPGs weren’t appealing. When my wisdom teeth were pulled, my mom brought our little 13” portable TV into my room and let me watch movies. I stumbled upon UHF channel 53, which broadcast a pirated version of TechTV, which was, at the time, airing Anime Unleashed, a block of awesome anime shows like Last Exile and Crest of the Stars. Most anime I’d seen up to that point was the stuff we got on kid’s shows, like Yu-Gi-Oh! and Pokemon. Digimon aside, most of it was garbage. Watching Boogiepop Phantom or Serial Experiments Lain during late nights on this stupid little black and white TV was something else entirely.
Since then, I’ve loved good anime aesthetics, so you’d think that JRPGs would be my jam. I thought so too, which is why I started talking to friends about them, but every time I did, my friends would talk about what confusing bullshit they were--especially, at the time, Final Fantasy X. “...but Final Fantasy VIII is better!” they’d tell me, and of course I’d ask them about that, and they’d tell me even more confusing bullshit. Plus, the whole turn-based gameplay thing was a huge turnoff. I got into other games, like Age of Empires and Unreal Tournament. They were more interesting. Games like Max Payne had way better stories than Final Fantasy VIII, that’s for sure.
Once, someone got me into Earthbound on an emulator, and I fell in love with it, until someone kidnapped zippy--I think she has a ‘real’ canon name but I don’t know what it is and I don’t want to know--and I couldn’t beat any of the fights because I didn’t understand the concept of grinding. Over the years, I tried other JRPGs, because the premise and the art sounded cool, but I bounced off the gameplay or the presentation time and time again. The closest I got to loving a JRPG was Dragon’s Dogma, and that was more of an open world sandbox game than any kind of RPG.
This brings me to another point.
JRPGs aren’t RPGs.
People usually protest when I make this point. Either I’m wrong or it doesn’t matter, they say, but I think it does matter because I’m a game designer, and understanding the specifics of genre is a really useful skill for a game designer to have. When I look at the JRPG, I see a lot of very specific elements that make them stand apart. If I say “I want to make an RPG,” chances are, I will not make something like a JRPG. If I say “I want to make a JRPG,” I will. The mechanics are distinct and interesting and worth examining on their own; no JRPG in existence could ever stand up to even a half-decent RPG if we judged it by RPG terms. The roleplaying just isn’t there.
Judging JRPGs by their own standards lets us see these wonderful games for what they really are. JRPGs are not RPGs from Japan. They’re not even RPGs. Once, when I made this argument, a guy fought back by arguing that a game wasn’t an RPG unless it had a party (Witcher 3 doesn’t), a bestiary (pretty sure New Vegas hasn’t got one), was turn-based (quick, someone tell Dragon Age!), and had a linear narrative (hahahahahahaha!).
“But you’re playing a role!”
Playing a role means following a script, which is what you do in any game without choice and consequence. Roleplay is a specific kind of improvisational acting that’s about creating and defining your relationship with the world around you. Dragon Age: Origins is a roleplaying game: you can be a dwarf commoner or a human noble or whatever, and your various choices will have major impacts on your relationships. You can define the person that you are. They are tabula rasa.
In every JRPG I’ve ever seen, you are a specific character with a specific personality, and while you may have some choices--Noctis in FFXV can choose to let the crew pull over and take a group photo whenever Prompto asks him too--those choices have little impact on the overall narrative or Noctis’ relationships with the characters around him. Lunafreya will always love him, Gladiolus will always get mad at him when Ignis loses his vision, etc.
Different kinds of games.
Pillars of Eternity, which isn’t a great game, but one I enjoyed well enough, let me set my character’s stats prior to playing the game. I defined my character as a rogue with great mechanical skills and dexterity. In Final Fantasy XV, when you level up… you can’t really control how your character’s stats changed.
None of this is bad! It’s just different, like the difference between a third person shooter and a first person shooter. First person shooting lets you focus on the environment and your interactions with it, but third person shooters tend to focus on your character. They have their own unique strengths. You can’t judge a first person shooter by third person standards and vice versa. The same is true with JRPGs and RPGs. They are different games. And that’s good.
The Game:
When it comes to Final Fantasy XV, this is the foundation I have. I’m vaguely turned off by all the stories I’ve heard, I love the aesthetics of most of them, and the gameplay is something I feel is wholly distinct from other games.
Final Fantasy XV appealed to me because it had real-time action combat instead of being a heavily menu-focused turn-based affair.
So, here’s the deal: you’re Prompto, a prince, who is on his way to meet the object--and really, she is treated like an object in this game--of his arranged marriage, Lunafreya, who’s the princess of a rival kingdom, I guess? Except the wiki says she’s a captive of Niflheim, but she seems to get along well with her brother, who is in charge of the armies of Niflheim, so… like… yeah, I don’t really know what’s going on there.
The wiki also says she’s the “main heroine” of the game, even though she barely has any screen time at all. She has magical powers that cures people of some weird plague that’s making nights last longer, except that the nights are still getting longer and more people are succumbing to the plague, so she’s really bad at her job.
Honestly, she’s just there to look pretty and say things like “Noct, please hurry.” Then she dies. Then one time her ghost shows up and uses force powers to save the crew by removing plot armor that was only put there so she could show up to remove it.
She is not emotionally important to you.
This isn’t like Alan Wake, a game that reveals over time the complex nature of Alan’s relationship and just how wonderful of a person Alice Wake is. In that game, Alan was motivated by guilt, and you, as a player, could connect to him because you got to see all of this unfold. You wanted to help Alan find Alice not because “Alice is Alan’s wife,” but because you saw that these two wonderful, flawed people loved and cared for each other and deserved happiness.
Lunafreya is a pantomime of a love interest, but there’s never any real love there, so there’s no urgency to actually chase her down, no sense of loss when she dies. It’s not all her fault though (I mean, duh, it’s Square’s fault). Noct is equally culpable. He’s just… kinda empty. He’s a shell who occasionally feels things when the script calls for it (ur dad died, be sad, ur gf died, be sad), but who doesn’t feel like a real person. I don’t really care about anything Noct wants. I just kind of do the objectives because they’re what’s next.
I spent my whole life being told that JRPG stories were the best that video games had to offer, and… look, being completely honest here, Final Fantasy XV is the JRPG plot as described to me--incomprehensible, pointless, and horribly paced, doing grandiose things because the developers want to do grandiose things, never earning a second of the awe it expects you to have.
“Yup,” I found myself thinking when I finished it, “this is exactly like every JRPG that has ever been described to me except Earthbound.”
Earthbound is great.
Final Fantasy XV makes the mistake of assuming that because it looks epic, it is epic, but since it earns nothing, it isn’t epic at all. It’s a hodgepodge of ideas. Maybe other JRPGs do a better job, but based on every other JRPG I’ve played, like Xenoblade Chronicles and Suikoden, it’s just not a very compelling game.
So it may surprise you to know that I liked it a great deal.
Brotherhood.
In my film education, we talked a great deal about the idea of the “male as default.” A lot of this is rooted in idiotic Freudian psychology (especially all the Lacan stuff), so it’s as bunk as astrology, even when it sounds good, but let’s not throw the baby out with the bathwater here: all media has a perspective, and most media’s perspective assumes the male perspective as the neutral one.
American film does this too: it assumes everything is seen through American eyes. Most Hollywood movies are very, very American-as-default things, but that doesn’t mean they’re American movies. I’m not just talking geography, I’m talking assumptions about customs, camera angles, lighting, and so on. Russian film (European films too, but especially Russian film) tends to focus on specific body parts, using juxtaposition in editing to create specific senses about things. American films tend to favor wider shots, creating those same moods through things like motion and staging.
A film from another country can feel like it came from a different mind than the Hollywood monolith…
...and yet…
...there are very few genuinely American films out there. This is partly because most American films are built for export to other countries, so rather than focusing on specifically American subject matter, they focus on more universal things like drama and romance. Since America is so good at exporting American film, and many other cultures imitate the stylings of American films (because learning from successful things is how you succeed, after all), we end up with a very dominant American culture that has very little to actually say about America. In fact, lots of what America is tends to get lost in the shuffle.
If you’re lucky, you get filmmakers like Terrence Malick, who make films that are really about America and being American, but the significance of this is lost because people look at it and go “why do you make American films? All films are American!” But there is something specific there. Something interesting.
Maleness is the same way. It’s the assumed default in a lot of narratives, but because of this, very little attention is given to it. I once walked into the USAF museum while the XB-70 Valkyrie was in one of the hangars and didn’t see it because it was so big I thought it was the ceiling. Maleness in fiction is like that; it’s rarely examined closely because it’s too busy being big.
Here are two men. They are friends. The end.
We rarely look at how men bond, how they perceive each other, how they fight, how they talk and think because we’re too busy writing stories about the basic, empty characters who travel from point A to point B and the adventures they have along the way.
Oh, sure, sometimes you have people interrogating maleness, but they’re really only doing it to say “look what’s bad about being a man,” because they assume that male-as-default means we already see male-as-good, when really, male-as-default is male-as-nonspecifity. The beauty of maleness is rarely ever explored.
Somehow, despite all its narrative shortcomings, Final Fantasy XV excels at its understanding of maleness.
I think a big part of this is the road trip nature of the game. Sure, they’re ostensibly on the run and simultaneously on their way to a wedding, but that doesn’t prevent The Boys from having a good time. Each boy has a specific personality that is brought out in interesting ways; Ignis cares a stickler for safety and rules, Prompto is energetic and mischievous, Gladiolus is strong and confident and protective of those who are not. Noctis is basically an empty shell, but when he’s interacting with The Boys, there are still good moments to be found.
As you drive through the world, fighting monsters and helping friends, you learn more about these boys and the things they care about. Gladiolus is self-conscious about seeming too caring, but he cares so deeply, especially about his little sister Iris. He recognizes her crush on Noctis and even tricks Noctis into giving her flowers, knowing it would make Iris’ day. Prompto’s lower-class upbringing means he’s tremendously insecure about his relationship with the other boys. They’re not aware of how awkward he feels in the presence of people much wealthier and more important than he is, and when he makes it known, they do everything they can to assure him that he’s their brother and they wouldn’t have it any other way.
There’s something else that I’ve never been able to put into words. It’s a feeling I have occasionally, and one I cherish. When interacting with most men, there’s a degree of camaraderie, like, hey, we’re all on the same team, we’re cheering alongside each other, that kind of thing. There’s a whole second language that men are only capable of employing with other men that’s completely nonverbal, but not all men are comfortable using it with each other right away.
There comes a point in a male relationship where everything just sort of clicks. That guy over there is just a man you know, but that guy over there, you and him are mates and you’d fuckin die for each other if you had to. When you do things together, there’s a sense of rightness and appropriateness to it all. If your best friend asks you to help him carry some groceries in from the car, it’s different than if you help your next door neighbor who you don’t really know all that well.
I’m sure other, better writers have written about this sense of brotherhood. When I’m playing Destiny with a matchmade team and we roll an enemy squad into a mercy rule defeat, it feels good. When my friends and I trigger the mercy rule against the same thing, it’s like, heck yeah, these are the men who mean the most to me in this fuckin world and I am so lucky to have them with me.
Final Fantasy XV does its darndest to put this in the mechanics. The boys res each other during battle. They all have unique combo moves that play off each other. The battle barks are all designed to make you feel like… hell yeah, these are my bros, we kick ass together.
How many games just have two dudes talkin about dude things together? How many games are like “yeah, bro, let’s go running in the sand and whoever outruns the other is the winner!” How many games get that great banter is affectionate? How many games are willing to have a bunch of dudes who love each other and will die for each other whose relationships deteriorate over time but they come back from them stronger than ever?
There are a lot of stories about men in games, but very few stories about being a man.
Final Fantasy XV might be the best of ‘em.
And it’s still… dumb and flawed at times. I think I would’ve liked a more interesting protagonist and central conflict. I think the game is at its best when you’re cruising around a big, open world, humming about chocobos. I think Square had the opportunity to make a huge, incredible game about an adventure and they wasted it on a game that gets progressively linear (in a bad way) over time. I mentally checked out by the end of the game. I didn’t care that some random giant dude showed up, I beat the shit out of him, and then I had to fight a couple more dudes just like him, and then after beating them into submission too… we, uh, killed the guy who was stalking us the whole game? Why would I connect with random giant ghost kings when I spent the entire game playing alongside my brothers? Instead they get knocked out and fall asleep on the floor and I have the ending I was always destined to have.
Man, fuck destiny.
The game is great when it’s being personal, but it sucks when it’s trying to do all this other stuff. There are no affectionate moments between Noctis and Lunafreya. Mister Badguy, whose name I forgot and don’t feel like looking up because fuck that guy, he was boring, has to exposit his backstory (i was gonna be king but then i didn’t get to be king so i decided to have my revenge in like 2000 years’ time! mwahahaha!!! here is my entire personal history!) instead of just being interesting on a dramatic level.
It’s bad when it’s trying to be a grandiose RPG. It’s great when it’s doing something I can’t think of any other game doing before. I think you should play the first 8 or 9 chapters of the game. I think everyone should. That’s where the fun lies.
What about the gameplay?
The gameplay is kind of neat. Some stuff doesn’t feel nearly as good as other modern open-world games (like, uh, driving, which is kinda terrible and inconsistent about when it lets you drive, and interrupts your drive in really annoying ways at night, but the attention given to things like “needing to fill up with gas” is really cool).
Other stuff is clearly channeling How JRPGs Work, which is cool. The way the game gives you XP or deals with magic and abilities feels Very Classically JRPG. But it’s all wrapped up in a real-time action game that’s nowhere near as satisfying as Dragon’s Dogma or Ninja Gaiden or something. I’m not saying it has to be, but holding down a button and watching your character autoattack isn’t very fun. Zipping around with your teleport power is totally awesome though.
Magic is super strong and I probably should’ve used it more, but I was never really in love with crafting it. The leveling grid is kinda cool, but I have no idea how, when I did nearly every quest in the game, someone is supposed to unlock some of those skills. It just doesn’t seem possible considering the game’s content.
Quest design isn’t great; most of it’s just random fetch quests. The open world itself is nice most of the time, especially when you have a chocobo, but because the game’s so invested in making you feel like you’re on a road trip, you end up doing a lot of driving which a more generous fast travel system would have avoided, which means you end up seeing a lot of the same places over and over again, which kinda kills the whole road trip vibe.
And So it Ends.
There’s DLC. I never did that. I kinda soured on the whole epic journey by the end because of how boring the solo stuff was, and the DLC appears to be all solo stuff. Sorry, but the overall narrative and the gameplay just isn’t there. That’s not what makes FFXV good. The camaraderie is. The vibes are. Listening to the sizzle of ignis’ cooking or watching a huge monster fly in from above. There are so many incredible moments in this game. It’s too bad the narrative and the combat couldn’t keep up.
I think FFXV benefits and suffers from being a big 3D real-time game. A lot of classic JRPGs are 2D affairs where you have to communicate everything purely through text boxes. FFXV has the benefit of voice and physical performance, adding a huge layer of nuance and personality to its characters, their wants, and needs. But because it’s a big, bombastic 3D game, it can’t help itself, and wastes time with boring, endless set pieces that look cool but do little else.
Could I recommend it? I dunno.
But it kinda makes me want to try other JRPGs, even though there’s really nothing else like it out there.
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