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.
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