Thursday 8 December 2016

3 Reasons I'm Not Reviewing Final Fantasy XV Right Now


(Originally published on 8/12/16 at JRPGsaredead.fyi)

1. What's the point?

The chances of anybody actually listening to anything I have to say about this game are, let's face it, slim. Big new releases are always battlegrounds, but given the history of Final Fantasy, FFXV will be subjected to abnormal scrutiny.  As I write, the game's been out a week, and there have already been three distinct response cycles:

- Day 1: "It's glitchy. Look at all these wacky screencaps! Square have done such a shoddy job of programming this thing!"

- Day 3-4ish: "I love exploring the world, but the plot doesn't seem to be going anywhere."

- Over the weekend, as people have started to reach the late-game: "It's badly-paced and Square have basically released it unfinished."

And sure, there is at least a grain of truth in each of those criticisms, though 'it's glitchy' is pretty much the least interesting thing anyone can ever say about a game, except perhaps for complaints about length (which I assume are going to be the next cycle, as people who've mainly focussed on the core story finish the game and see their postgame save playtimes – at thirty hours, it might be the quickest I've ever finished a Final Fantasy game).

But the nature of the internet is such that any article about Final Fantasy XV which isn't consonant with the current response cycle will be met with the derision of that cycle. If I'd tried to talk about the game being good last Tuesday, I'd have been barraged with 'but it's broken!'. A few days later, it'd be 'sure, but what about the story?'

This happens particularly with Japanese RPGs. The obnoxious rando demands acknowledgement for his objection whenever it is not specifically being discussed. And objections to JRPGs get generalised more viciously than objections to western games; when FFXIII came out, suddenly every JRPG of the last decade had been 'too linear'.

I spent Tuesday with my head full of visions of GAF threads, a couple of years from now, asking why Japanese games are so poorly-programmed. I now suspect that a more likely meme to take hold is that Japanese developers are bad at project management, but whatever the meme becomes, I expect to be hearing it in objection to any attempt to write about FFXV in-depth for several years to come.

2. I'm still mad.

One set of hot-takes that FFXV is definitely going to attract concern sexism – in fact, it's been attracting criticisms on this for a while already. What's really frustrating is that while the game definitely has problems in how it treats and represents women, most of the takes are likely to be distracted by surface stuff – the lack of 'playable' women characters, Cidney's outfit, a particular cheap twist I'm not yet willing to share in detail.

Dread that there would be a cheap character-death twist for one of the female cast did spoil a lengthy section of the game for me. Aerith's legacy hangs over the Final Fantasy series, particularly in the age of Joss Whedon and George R.R. Martin[1]. I spent a chunk of the second half of my wacky roadtrip adventure expecting something heavy and tragic to fall on a character I really liked, and it didn't half take the shine off.

But what really angered me, as I worked through to the end of the game, was that there are important, vital female characters in this world. The muted, redemptive finale of the plot is only made possible by the technical, emotional and political labour of women, all of whom pretty much vanish before the climax.

Of course, this is how the world works, and the game reflects this because it was made by people with a competent grasp of how to make a fictional world feel world-like. But set against the last fifteen years of Final Fantasy writing, FFXV's failure to examine this fact, and the callous disrespect with which it treats its female heroes, is a disappointing regression.

And while I, like many long-term series fans, clung to the idea that in exchange for the lack of female characters we might get a rare glimpse of an alternative masculinity, a more sensitive, emotional way for men to relate to one another, FFXV doesn't really deliver there either. The relationships among the four protagonists are just as full of bravado, posturing and poor communication skills as any western game's characters.

Nowhere is this felt more than in the 'night before the final battle' scene, where the brothers-in-arms make one last camp. Noctis spends a good minute and a half struggling to express his feelings for his comrades, only to settle on a strangled 'You guys are the best!' Perhaps the Japanese is more nuanced, but the translation is tragic for all the wrong reasons.

3. It's Too Soon

When Val was setting up what became Dead Genre Chronicles, she came out with a line (in a now-depublished article) which has stuck with me ever since: "Just like starlight, the value of a game will not reach us instantly, and so we must study the space from which it comes."

It took me five years to really get my head around FFXII, and a (slightly overlapping) five years to get FFXIII, too. I had to learn a lot else to develop that understanding – what was going on within Square Enix during development, how the relationship between the Japanese industry and the Western market shifted over time, even just how to read a game as representative of its context of production. Hopefully some of that will carry over, but I've still got a lot of work to do.

I finished FFXV in thirty hours across three and a half days (I managed to schedule almost an entire week off in which to play it because, sorry, I'm that kind of person), but that meant skipping a lot of sidequests and focussing only on the 'story'. Based on the bits of side content I did do, it's easy to imagine I left at least forty hours on the table.

Perhaps it's all make-work. Certainly there's little effort to contextualise the 102 hunts in the game, and many of the other objectives are just fetch quests. I've started a new file and plan on doing my best to do everything over the next couple of months, and maybe I'll spend all of that running around the landscape searching for map waypoints.

But there is a story written in the bones of this landscape. It has very little to do with a sulky prince's destiny. It is a story about the end of an era very like our own, a story of what happens when the land is tired and cities are the only sources of light, of wooden shacks in the shadow of vast concrete fortresses.

Not long after Noctis had learned of the death of his father, opening the way to the game's most 'open-worldy' chapters, I decided to go for a drive to get the lay of the land. It started to rain as I circled the crater at the centre of Duscae, and 'Dust to Dust', the music for Oerba in FFXIII, came on the car's stereo. It was, and this is the only word I can find that fits, gutwrenching. I gasped out loud.
It will be a long time before I can say more about that feeling than I have already, but that is the FFXV I hope to find. It doesn't matter whether my journeys across its landscape have meaningful destinations, only that they give me reason to be and to move there.




[1] Yes, I know A Game of Thrones predates FFVII; I'm thinking more of the reach and influence of the TV show.

Monday 28 November 2016

Finality

(Originally published on 28/11/16 at JRPGsaredead.fyi)


The marketing campaign for Final Fantasy XV has been weird, right? Let's start with the obvious: Kingsglaive.

Kingsglaive is a 111-minute CG film which must have cost an enormous amount of money to make. Its technology is impressive; never quite photo-real, but dazzlingly close. Everything else about it is... less impressive. Nothing could ruin the film more thoroughly than watching it, so I'll spoiler it all and save you the pain.

The plot of Kingsglaive is essentially what happens at the beginning of every classic JRPG while the hero's off on his first adventure, i.e. his hometown burns down and his (remaining) family are killed. This takes almost two hours rather than the traditional thirty seconds because Insomnia, Noctis' home, is bigger than the average village and protected by a magical wall which can only be removed by improbable and spectacular subterfuge.

Pretty much everything else you need to know about the film can be summarised in the fact that the commander of the titular military unit, the elite personal guard of the King of Insomnia, turns out to also be the Darth Vader of the evil empire that are trying to conquer the city. Well, that, and at one point the hero finds himself fighting Ultros in a crashing airship, and even that isn't really enough to make the film entertaining.

Kingsglaive is good when no-one's talking or moving around very much. To its credit, there's some pretty evocative foreshadowing, but the payoffs are all lost amidst bad choreography and camerawork. Even with Ultros, it's hard to see it as fanservice; it's too bland, too reliant on investment in a game no-one's played yet.

The Kingsglaive showing I went to was part of a Europe-wide release event, centred on an IGN release party in London (which was broadcast not just online but also to two cinema chains). The release party was embarrassingly low-budget, a hastily-decorated warehouse full of cold-looking fans hosted by some random IGN dude who didn't know how to pronounce 'Chocobo'.

At the cinema, an even-less-impressive host presented us with goodie bags (a sticker sheet, a card wallet, and some terrible moogle-branded popcorn) and clumsily administered a prize draw for a copy of the game. Apart from an interview with Hajime Tabata and a couple of new gameplay videos that didn't actually reveal very much, nothing we saw was even interesting, never mind effective marketing.

In isolation, neither the movie nor the launch event is that weird. Cross-media reinforcement is big in Japan; the official reason for Kingsglaive is that it (and the YouTube anime, Brotherhood) would reinforce the game so that Squenix don't end up making sequels. And awkward, overenthusiastic launch events aren't unusual for big games.

But a special tie-in menu at a Jamie-Oliver-branded London restaurant? There was a promotional video for this as part of the launch event, which showed the preparation of one of the menu items (it used a 'cabbage puree' that looked exactly like a dog turd in the pan). It seems a far cry from a McDonald's happy meal toy run or something. Who's it supposed to reach?

The crown jewel of weirdness is The Car, though. Squenix have teamed up with Audi to make a one-of-a-kind, half-million-dollar version of Audi's supercar, the R8, in FFXV trim. Even if you have the money, you can't just buy it; you apply to be entered into a lottery to win the right to buy it.

It's not even the car in the game. FFXV's Regalia is a 4-seat luxury tourer; the R8 is a 2-seat, midengine supercar. A comfortable one, sure, but still a very different beast. The car Audi have built appears, briefly, in Kingsglaive, where its role is to be the main hint that the commander of the Kingsglaive is not what he seems (after the camera has lavished product-placement attention on his car when it's introduced, an obsessive observer might spot that the bad guys' delegation show up driving the same model).

The thing about supercars is that they don't really exist to be bought or driven – famously, the majority are basically useless on ordinary roads. They're signifiers of a fantasy lifestyle, playboys and the jet-set, and they work as marketing because of branding; when you buy a more practical Audi, the badge tells you you're connected to that lifestyle, even though you'll never directly experience it.
Are Final Fantasy fans going to buy that kind of lifestyle? Are they going to buy the 'fancy celebrity chef London restaurant' lifestyle? (It's worth noting that Fifteen, the restaurant in question, is actually pretty cheap for London, especially with its association, though I had to poke around a bit to find prices).

The Japanese marketing is more confident, especially the billboards. There's a Nier Automata tie-in, which makes a lot of sense given that Famitsu readers recently put Final Fantasy XIII and Nier as 4th and 6th respectively in their chart of the best PS3 games. This Amazon packaging stunt is cheeky, but far less ostentatious than the bloody car.

If Squenix's western marketing strategy seems scattershot, it is, but then, what's their audience? After 10 years of development, and with the costs of Kingsglaive too, FFXV needs to sell on a grand scale, globally. Who's going to buy it?

There are now at least two, and probably three groups of 'old Final Fantasy fans', each convinced that only their preferred FF games are any good and any divergence from them is a disaster. No one of those groups is large enough by itself, and they're all difficult to please.

FFXV is the closest Squenix have yet dared go to Western AAA design, but it's hard to imagine the AAA audience loving this game. When the Western mainstream has loved Final Fantasy in the past, it's usually been by way of grossly misunderstanding what the games in question were about.

Perhaps the best chance is to motivate the very diverse groups of people brought to the franchise by FFX and FFXIII; people still painted by the institutions of the gaming 'mainstream' as outsiders and 'casuals'[1]. By that very definition, though, marketing conventions don't exist for targeting this audience; whatever marketing works is likely to look weird (though it's still possible to argue that it won't look like this).

And I guess that's the heart of the matter. There aren't really conventions for the situation Squenix find themselves in right now. Daft as it is to have to say it, this really is the turning of an age; whatever happens Tomorrow, for Squenix and for JRPGs in the West, the memes that dominate conversation will change.

For seven years, the reputation of JRPGs has been the reputation of FFXIII. It's neither a commercial nor a critical reputation; the game was a commercial success (in total across platforms, the FFXIII trilogy has outsold FFVII) and generally scored very highly in contemporary reviews. But it emerged in – perhaps even helped crystallise – a change in who dictated taste in games culture.

The most vicious attacks on FFXIII came from Youtube, and the emerging phenomenon of the Youtube Videogame Shouting Man. Generally, these are not so much reviewers as comedians whose act or gimmick is the game review. Because their criticisms are jokes first, they spread well as memes and no counterargument is possible. You can't argue against a joke, at least with people who are still laughing at it.

More than the Japanese industry's commercial crisis around that time, it was those jokes – about Tidus' laugh and Vaan's 'I'm Basch von Ronsenburg of Dalmasca!', and later about FFXIII's linearity and emotional characterisation – that gave us the 'Death of the JRPG'. It became impossible to talk about the genre without being interrupted by the memes. It still is – many people who should know better are still trotting out roughly the same complaints.

If nothing else, Tomorrow will require new memes. An open-world game can hardly be branded 'too linear', and an all-male cast centred on a brooding superhero is unlikely to attract quite the same misogyny that Lightning and Hope received. On the other hand, taste-setting powers have shifted again.

Today, the loudest and most obnoxious voices in gaming aren't comedians but self-styled consumer advocates; the frame-rate police, and the people stalking and abusing Hello Games because No Man's Sky didn't live up to promises they imagined had been made.

That's not a crowd with whom FFXV is going to play well. However big it is, it will be too small (particularly with the legacy of classic Final Fantasy world maps – there won't be any flying all the way round the world in FFXV). It's also apparently buggy, which the framerate police types will see as both a professional and moral failing[2].

There's probably nothing Squenix can do to prevent this – a whole new, completely different death of the JRPG – and their marketing team are probably savvy enough to know it. If there's rhyme or reason to the scattershot marketing, it'll be an attempt to build, or at least reach, an audience the 'consumer advocates' won't care about and probably couldn't affect if they tried.

As for us? We positioned this website pretty close to the epicentre of the last death of the JRPGs, quite deliberately. Tomorrow's going to change quite a lot for us too.


[1] Sorry for all the scare quotes. To explain all these ridiculous gatekeeping constructs would take a long time and derail the thread of my argument.

[2] It's neither, of course, though again, explaining why requires too much delving into the ideological structures of capitalism to fit here. For now, it's enough to point out that the whole concept of a 'bug' – a fault in the 'product' – is incompatible with genuine critical engagement with a game.

Wednesday 16 November 2016

You Did It Again

(Originally published 16/11/16 at JRPGsaredead.fyi)


World of Final Fantasy is a better critical reflection on the Final Fantasy brand than any thinkpiece I've ever read on that topic. It's Square Enix's clearest statement yet of the frustrations of developing for such a contradictory audience. It's also a much more self-aware game than a branding exercise like this might be expected to be (compare, for example, Ni No Kuni).

That awareness is in every aspect of the game's design, so please excuse my taking longer than normal to describe it in detail; there's a lot to cover. Full spoilers for the game's plot follow, though I'm personally convinced that none of the plot's turns are supposed to surprise the player – if anything, their impact relies on you seeing them coming.

World of Final Fantasy is the story of Reynn and Lann, siblings who at the start of the game live in a kind of fugue state in a pocket reality which looks like a generic modern city. They are woken from this half-life by Enna Kros, a woman who claims to be God, and find that they lack memories of their past and family.

Enna Kros sends the twins to Grymoire, a magical world populated by tiny, bobble-headed Lilikin and a cornucopia of 'mirages', monsters the twins can use special powers to capture, train and fight with. The twins are 'mirage keepers', and if they collect enough mirages, says Enna Kros, they will recover their memories and find hints of the whereabouts of their mother, who is or was somewhere in Grymoire.

Exploring Grymoire, the twins find themselves playing out the events of a prophecy, which says two giants will collect four keys and open a gateway to paradise. The prophecy is the dogma of a cult associated with the evil, or at least dark and spiky, Bahamutian Federation, who are slowly conquering Grymoire, and there are rumours of another, older prophecy which might be less sinister.

Still, the twins stumble their way into fulfilling the prophecy because this is what heroes do. Instead of opening to heaven, the Ultima Gate admits a horde of terrible, mechanised monsters, the Cogna, to Grymoire, just as the Bahamutians planned. Worse yet, the twins discover that they opened the gate once before; this is how Brandelis, the Bahamutian leader, arrived in Grymoire, and also what caused the loss of their family and their sealing in the pocket dimension.

Horrified at what they've done, the twins break into the Bahamutian fortress and confront Brandelis, and Lann sacrifices himself to win the final battle. It's too late to save Grymoire, though; the world is overrun by the Cogna, and the twins can't even save their parents. Reynn returns to the pocket reality, alone and devastated, and the credits roll.

Load your file after this (as far as I could tell, the game only allows a single local save at any one time), and your guide, a servant of Enna Kros named Tama, offers to give up her nine lives to rewind time – a power previously used to explain why you don't game over when you die – far enough to give Reynn a chance to change the course of the story and save Lann.

Taking this chance opens up a slightly confusing cluster of sidequests which allow the twins to formulate a new plan. They return to the gate and set it to reverse, sucking all the Cogna out of Grymoire. When the Bahamutian leaders show up to stop them, the twins beat them up and then follow them out through the gate, leaving Grymoire to its own devices.

The other systems of the game are a similar mix of convention and twist. Combat is effectively a classic ATB system, though presented in Grandia's style, with all the combatants displayed charging along a single bar. Equipment is simplified to ability-granting gems, 'mirajewels', with each of the twins having a number of slots for these set by their level.

Progression is linear for the twins, just a fixed stat gain with every level increase. Captured mirages get that, but every level also grants a point to be spent on the mirage's 'mirage board', a miniature version of Final Fantasy X's sphere grid which can yield new abilities, stat boosts and occasionally mirajewels for use by the twins.

The game is explored as a sequence of towns and dungeons, with occasional small field areas linking them. There's a world map and an airship, even, though not in their conventional forms – more on this later. Most encounters are the traditional random kind; encounter markers are not visible to the player except for bosses and certain set-pieces.

There are four broad categories of 'optional' content. NPCs in towns will occasionally give grindy quests – usually to kill a number of rare monsters or collect particular loot. Most dungeons have a secret area with a rare, more powerful mirage to be captured. There's a coliseum with further, largely formulaic, setpiece fights.

And there's a peculiar space known in-game as 'The Girl's Tea-Room'. Accessed from the twins' pocket dimension (which you can return to whenever you want from special gates strewn across Grymoire), it's a dark void containing a grandfather clock, a table set for tea for three, and a mysterious white-haired girl who has forgotten her name.

The Girl offers two services; she sells medals which allow the twins to summon classic Final Fantasy heroes in battle (usually a hero will become available after their first major role in the story, though not all the FF characters in-game have medals), and there's a catalogue of around 40 small adventures, most of which are simply a cutscene, followed by a boss fight, followed by another cutscene.

I want to start (if, again, you'll forgive my taking a thousand words to get started) here, because the twins' participation in these episodes is not as protagonists. The cutscenes concern other characters; The Girl simply parachutes the twins in to fight the boss, then pulls them back out afterwards, leaving the story's actual characters to wrap things up, almost completely ignorant of the twins' involvement.

'Welcome to where fantasy meets reality' is one of The Girl's generic greeting lines when you open her menu. When she's introduced, her explanation of what she can do for the player characters is clear on the voyeurism of this relationship. Reynn and Lann can vicariously fight the heroes' battles, but they can't actually shape, or perform the virtues of, the heroes' stories.

Some of the best writing in the game is reserved for those stories, too. The opening ten to fifteen hours of the main story are pretty bland. The twins are reduced by their amnesia to little more than blank slates and their comedic roles. Their actions in the plot are formulaic. It's funny and lighthearted, but very shallow.

Meanwhile The Girl's adventures, because they deploy familiar characters with histories available, to varying extents, to popular culture, can engage with the iconography of Final Fantasy much more thoroughly. FFX's Rikku and FFV's Bartz join forces to raid Ifrit's cave for treasure. The Tonberry who runs the coliseum calls on his old friends, a Moogle and a Cactuar (who runs Grymoire's train network), to help round up some loose monsters. Gilgamesh, who pops up throughout the game in pursuit of Bartz, runs into FFXIII's Snow and FFVI's Celes and mistakes the former for his nemesis.

The stories are generally playful, a kind of joyous fanfiction, rather than slavish recapitulations of Final Fantasy canon. There's a bit of the latter; an episode where Snow and Lightning cross paths and have a row, one where Cloud and Tifa battle a version of Ultima Weapon, another where Tidus tries teaching Yuna to whistle. But the details of the games from which these relationships are drawn are left tacit.

In fact, the episodes that draw in this more specific way on the brand's history tend to be less characterful, to the point that on a sentence-by-sentence level, the writing quality seems inversely proportional to the familiarity of the scenario. When it's something as niche as a Rikku/Bartz crossover, it feels like the work of a writer who loved those specific characters, knew how they might fit together and just wanted to see it brought to life.

For Cloud and Tifa fighting yet another, even bigger, Weapon, though? FFVII's heroes barely acknowledge each other as humans at all, and the fight is a miserable grind. 'Supraltima Weapon', as the boss is called, has a total of three abilities and a monstrous health pool. So indomitable is the creature that after a while, a message pops up in-battle saying 'and the fight went on...', and the twins are returned to the void of the Tea Room. Restart the story, and you watch the same (skippable) intro cutscene, but the boss starts with its health bar exactly where you left off, so after half a dozen attempts you can finally finish the quest and see the equally bland closing scene.

The repetition, devoid of any of the sophistication that characterised Cloud's relationship with Tifa in FFVII itself, cannot be an accident. World of Final Fantasy exists to challenge the idea that this kind of recreation is a tribute to, or celebration of, Final Fantasy. So much of this brand's cultural presence in the west is constituted by its most vocal fans demanding repetition of its 'greatest hits'; World of Final Fantasy argues for space for creativity and an understanding of everything between the highlights and famous scenes.

More broadly, World of Final Fantasy never allows one to forget for long that it is a game, that its environment and story are an indulgent fiction rather than a simulation (even an incomplete one) of a world. The twins' relationship to the characters in The Girl's stories is exactly that of the player to those same characters in their original games; 'real' outsiders, reaching into the fiction to participate in the combat, but never the subjects of the story.

Other reminders abound. Characters who know about the pocket dimension – Enna Kros, the twins and their two guides Tama and Serafie – flirt alternately with breaching the fourth wall and scolding each other for doing so. Descriptions of captured mirages often refer almost directly to the games that are their source material.

One particular incident occurs as you traverse Grymoire's version of FFV's Big Bridge (which is also Grymoire's version of the summon/esper/eidolon Alexander, watched over by FFIX's Eiko). Halfway up, Lann triggers a trap that spawns some iron-giant-ish monsters. The monsters in turn create a timed puzzle where they throw force blasts down the bridge at you and only specific pads on the floor allow you to jump over them; failing to time a jump correctly results in an encounter and being knocked back down the bridge.

On seeing this, Lann shouts 'Ah! An abstraction!' Reynn quickly corrects him, manzai-style, to 'obstruction', but abstraction is exactly what this scenario, like every other puzzle in a Final Fantasy dungeon ever, is. Dungeon puzzles are not meant to be taken literalistically (and quickly become ridiculous if interpreted this way); they exist to induce particular kinds of movement through a game space, specific durations and perspectives. Final Fantasy's designers, I suspect, have always understood this, while western writers have often complained about such things being 'unrealistic' or 'arbitrary'.

These examples might be written off as jokes or incidental, nuggets of 'for the parents' content in a game apparently aimed at children and families, but the spine of the story is similarly reflective. It is a story about blindly following a heroic narrative in search of the catharsis of triumph, without pausing to examine the symbols and meanings that form the path. When the characters are forced into reflection by the disaster they caused, the simplistic fantasy structure dissolves, and only a much richer understanding of the game's themes and concepts establishes a possibility of resolution.

The crucial moment comes when the twins reach the prophesied Ultima Gate. In front of the gate floats a cage of energy inside which a female figure is dimly visible. The twins assume this is their mother. Brandelis appears for a not-terribly-challenging boss fight.

The twins celebrate their victory, then turn their attention to freeing their mother. A mysterious figure, glimpsed a few times earlier in the game, turns up behind them and tells them they must open the gate; doing so will reward them with limitless power to break the cage.

For a moment, their suspicions are raised; they demand the stranger's identity. She removes her mask, revealing a face which prompts a lost memory in Reynn; this is Hauyn, someone the twins knew from childhood as their 'older sister' (it's implied this is not a blood relation, and Hauyn seems to have been an apprentice of the twins' mother, but it's not 100% clear).

Duly reassured, the twins open the gate, smashing the cube in the process. The woman inside falls to the ground, her face concealed by a deep hood. The twins rush to her, but when she pushes herself up, the face revealed is Hauyn's. The mysterious figure smirks, then vanishes. Hauyn turns her back on the twins, looks up at the gate, and says bitterly 'You did it again'.[1]

Then the Bahamutians – the real ones, rather than the earlier illusions – show up to gloat, stripping away the illusion that made the gate seem heavenly, revealing instead a structure like the muzzle of a giant rifle. The monstrous Cogna begin to stream into the world. The crimson prophecy, which the twins have unquestioningly brought to fulfilment, was a scheme of the Bahamutians all along.

Here, I think, lies the crux of World of Final Fantasy. It is a celebration of Final Fantasy, yes, but it is also a reaction – at times an angry, even vicious one – against the idea that repetition could ever celebrate so fluid and variable a brand as Final Fantasy. No two Final Fantasy games are very much alike, but every new instalment suffers vocal scorn for being unlike its predecessors.

To see all Final Fantasy games as alike is to see them as linear sequences of superficial cutscenes linked by movements that are only meaningful because of the chance they might bring another combat encounter. Approach World of Final Fantasy in this way – and you can, it even puts a little star on the minimap at all times to show you where to move to – and you get exactly what the twins get.

They arrive in Grymoire and conveniently stumble into a prophecy that fits them like a glove. Every time they must move to a new location, someone provides them with a convenient mode of transport. They set out to find the four keys of the prophecy, but three of them drop conveniently from bosses the twins encountered for other reasons, or without much searching.

Stories are not convenient. The stories of Final Fantasy have never been convenient; they have just been presented in a convenient way (in the same way that the majority of novels are 'conveniently' presented in well-formed sentences and paragraphs, with the pages and chapters in some intuitively intelligible order). Actually understanding their narrative power requires recognising that the player's progression through the game cannot be conflated with the characters' progression through the story; though the former is smooth, carefully paced, beautifully arranged, the latter is often nightmarish, fractious, and traumatic.

To their credit, the twins, particularly Reynn, are not completely oblivious[2]. Every so often they notice something amiss. But there's a star on the minimap, and no in-game opportunity for the player to make a material response to those doubts. Reynn allows Lann's enthusiasm to overcome her concerns; the player is forced to follow suit.

This is why I said at the top that I don't think spoilers spoil this game. You're supposed to realise that things are too convenient, the story too simple. It shouldn't at all be a surprise when the illusion falls away and the monsters pour in. If you've been paying attention to the story, and not just its delivery, all of this is obvious.

When Hauyn says 'You did it again', this is her bitterness. So much of what makes individual Final Fantasy games great is lost when they are considered as 'Final Fantasy games' first and separate texts second, when they are taken to be repeated instances of the same structure with a different sheet thrown over it each time.

This is how Cloud and Squall come to be remembered as cool, taciturn mercenaries and Tidus dismissed as a clown with a weird laugh. How people end up arguing over which male character was 'going to be' the hero of FFXII and accusing FFXIII of doing a bad job of introducing its protagonist.[3]

The game isn't finished yet, though. The twins understand that they have been tricked; they understand they have unleashed disaster; they do not learn the underlying lesson. Almost without pausing, they seek to pick up the thread of their own story, a quick answer for what to do next.
Hauyn, with her apparently intact memory of the twins' past, seems like the key; they seek her out. The resulting conversation does not go as planned. Hauyn speaks in vague accusations and stinging tone. She tells Reynn to stop shortening her name (to 'Wyn') and calling her 'sister'. At one point, she demands 'And why should I bother to help you figure out the obvious?'

Eventually, frustrated by the lack of convenient answers, Reynn asks whether Hauyn is 'one of the bad guys' and Lann accuses her of being the masked illusion from the Ultima Gate. Hauyn's patience runs out and she summons her familiar, Siren, to carry her away from the conversation.

Reynn: Wait! You can't go! We still have so many questions!
Hauyn: You bring nothing to this world but pain and chaos! Leave now! Go back home, and never wake from your sleep again! Your mother and father... I'll save them.

Without substantive answers about the past, the twins latch onto the one thing Hauyn did confirm; their parents are alive and in need of 'saving'. Unfortunately, there's no clarity about what they need saving from, and it's this ambiguity that leads the twins to the Bahamutian headquarters, the confrontation with Brandelis and the disastrous dummy ending in which Hauyn, the twins' parents, and Lann all die.

This final salvo of the game proceeds exactly as you'd expect from a Final Fantasy game. You get an airship (more on that in a moment), a set of quests, some optional and some mandatory, that revisit various locations from earlier in the game (albeit by means of The Girl's Tea Room), and then the epic path to the final boss rush.

It's only after the dummy ending, when Reynn is given a chance to reconsider this course of action, that things change. There's still a set of triggers that have to be hit in order to unlock the 'true' ending, but they're more spread out, occasionally harder to find. For example, one in particular requires remembering who Sherlotta (from Final Fantasy Crystal Chronicles: Echoes of Time) is and where you encountered her early in the game.

If the first ending is the product of following a narrative that shares the convenience of its presentation, this postscript is a structure that shares the inconvenience of its narrative. The twins can no longer follow the obvious path; they know where that leads. Instead they must rely on their initiative and the specific details of their experiences to find some new solution. Repetition cannot be their only guide.

There's a risk of hypocrisy here, since World of Final Fantasy inevitably repeats and reuses a great deal; ATB combat, various levelling systems, environment types, icons and even narrative structures. But there's nuance in all of these things, too.

Among the repetitions that get demanded most with Final Fantasy games are world maps and airships. Ever since both were reduced to a menu in Final Fantasy X, the fanbase has complained bitterly about the loss. Well, World of Final Fantasy has both, but I doubt the complainers will be satisfied.

Grymoire is not a globe; its continents float in a rough stack one above another. This spatial discontinuity is reminiscent of Final Fantasy XIII's split world, and disorienting at first. It takes a long time to grasp that this isn't a representational device but the literal content of the fiction; Grymoire is like that, and resists conventional understanding of what a 'world' is.

Furthermore, you only get one camera angle on this world, an awkward one zoomed too far out to reveal much landscape detail but too close in to grasp the whole structure. Even when flying the airship, the camera doesn't come under player control. The result is that the airship itself has tank controls for horizontal movement and steering it in three dimensions takes a lot of getting used to.

Not that you can use it for much. There are a few decontextualised setpiece encounters knocking around the world map space, but you can't actually land at plot locations; if you want to land you have to bring up the menu, the same one that all the earlier fast-travel systems use. It's the antithesis of the exhilarating rush of your first flight in FFVII's Highwind or FFVIII's Ragnarok.

This, again, is pointed. Every Final Fantasy game this century has had airships and world maps, after all, it's just that some of them (all but FFIX and Type-0) haven't used them in the way that the earlier games did. They haven't – and I'd argue it's for good reason – repeated the feeling of spatial mastery that those older games provide, and that is implicit in fan demands.

Mastery is the minefield of rpg design, the great liability of baking power into the fabric of a game and thus the physics of its fiction. As LeeRoy put it last year:

 "When these numbers-as-abstractions are taken as abstractions-that-model, it can lead to some unsettling conclusions. Role-playing games model the purest meritocracy, the most awful gamification, the idea that labor can transfer 1:1 value."

Generally the primary function of these systems isn't to represent power at all, but to space out and pace out other kinds of event. They're the page-turning of a story, not the words (though this, too, is oversimplification). Take them as symbols of mastery and they frequently conflict outright with storytelling.

Travel systems are not separate from the combat in an rpg; it's partly the fact that they bypass certain chunks of combat that gives them their significance. The rest is phenomenology; the feeling of flight and speed, a soaring musical theme, the commanding camera angles that literally look down on a world once laboriously traversed.

There are absolutely stories and contexts where that kind of feeling is appropriate. There's a reason, for example, that Skies of Arcadia is entirely airships (though it still has an 'airship moment' – in fact, several). But the Final Fantasy games of the last fifteen years have been a steadily-growing critique of mastery and power in heroism[4].

It would hardly suit World of Final Fantasy to give the twins this kind of mastery. They more than any previous Final Fantasy protagonists are player surrogates; the driving theme of the entire work is that the meaning of Final Fantasy is never reached through triumph over its combat. This is a game mastered through understanding and attentiveness, not power or the appearance of it.

World of Final Fantasy could have been bland, cynical, and lifelessly corporate. In fact, so could pretty much every Final Fantasy game since the blockbusting success of Final Fantasy VII. I'm still worried that Final Fantasy XV will do this, with its grotesque marketing and Ubisoft world structure. Instead, WoFF is a sophisticated response to the challenge of making art under the banner of a massive commercial brand.

It's still cute, still joyous, funny and earnest; without its context it's still a story about the importance of empathy and self-reflection. But it's also an argument that the history of Final Fantasy can and should contain those things, should be recognised for those things. It's an argument for Japanese RPGs against a sometimes-hostile, conservative foreign audience, and that, I hope, is something Square Enix will do again.



[1] At least, that's the line as I remember it. In the English audio, it's 'How could you do this twice? You opened it again', and I can't find video of the Japanese audio subs (which is what I used), so I may have run a couple of sentences together, but it conveys the sense of the moment quite well.

[2] Reynn still doesn't pay enough attention, though. Before beginning their ascent of the tower leading to the Ultima Gate, the twins discuss why so much of Grymoire has capitulated to the Bahamutians and embraced the cult of their prophecy. Reynn stops short of the word (if you can call it that) 'sheeple', but her tone is pretty condescending; this contempt itself is part of what allows the twins to be duped. They consider themselves smarter, separate from and above the world, but their ignorance of it is their undoing.

[3] As a sidebar, while I'm drafting this, this twitter thread is scrolling up Tweetdeck on my other monitor, and there's no more straightforward expression of this problem than the difference between getting a player to poke at a map-marker and getting them to 'really notice' what's going on.

[4] In the linked article I discuss gender alongside heroism, and while I don't want to spend too much time on that here it ought to be noted that World of Final Fantasy continues the trend of female characters having to introduce nuance and clean up after rash male characters cause disasters. The game is also flat-out scathing of several of the classic male heroes it includes; the narcissism that underlies Squall's sullen detachment is highlighted, and Edgar is rendered as an insufferable sleazeball, always viewed from the perspective of a female character he's pestering.