Lepic is here. Soken is here, but the project sounds hollow and already seen. To believe that Final Fantasy XVI shines more in the pain of development. Because, in the end, it's the impression of a sloppy project that remains in the lead, despite laudable ambitions for implementation and an incursion into the beat-em all significant. And if the score remains honorable, given the sad competition offered by the AAA, it bears witness to a franchise in loss of brilliance and which should seriously question its vision of narration in the video game. The opus does not even match an FF XII or XIII on this aspect, a peak for a franchise known for writing characters and its impacting stories.
For
- A solid and functional DMC gameplay sauce
- Soken's music is excellent
- The game can fill its sight
- A top achievement
- The boss fights effectively punctuate the adventure
- A working lore
Against
- History is uninteresting, and the most relevant themes are ousted
- A globally questionable writing, including dialogues
- Narration exceeded, even catastrophic
- Gallery of underexploited and unattractive characters
- Rhythm worries and a long-lasting adventure
- Futile side quests (hence our snobism)
- Non-existent and unnecessary RPG mechanical challenge
- The rate of arms acquisition is aberrant
- ridiculous and boring QTE
- Lisibility regularly damaged by excess pyrotechnics
- The many references are coarse







[...] tending is rather to the dark worlds and the worlds of Dark Fantasy peasy (we refer you to our article on Final Fantasy XVI), proposing a colorful environment making the part beautiful to a luminous vegetation and [...]
[...] extravagance and its cap. A soup that stands and shines with a thousand fires, unlike an FF XVI unable to assert or honor its influences, as we said in our paper [...]