For three decades the Final Fantasy franchise has been known for reinventing itself, whether it’s the cyberpunk-esque stylings of Final Fantasy VII or the push into online multiplayer with Final Fantasy XI. The next watershed moment for the franchise is here, with Final Fantasy XVI trying to push into a more mature and action-focused territory. While it mostly succeeds in its efforts, Final Fantasy XVI has certain features that feel like they’re in there simply because any game calling itself an “RPG” has to have them. Final Fantasy XVI goes a long way to redefine the franchise, but it needs to go just one step further in leaving its RPG roots behind. In its bid to create the first true mainline action RPG for Final Fantasy, Square Enix hired Ryota Suzuki, the combat designer behind Devil May Cry 5. His expertise shines through in Final Fantasy XVI’s combat: It has tight combos, counters, move-canceling, and a wealth of builds and play styles that you’d expect from a high-intensity action game.
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Final Fantasy XVI's RPG Elements Are Barely There
ActionThe more action-oriented installment in the franchise feels like Square Enix should've left its RPG mechanics out