The road less dominant.
This article contains spoilers forFinal Fantasy 16.
We zoom in on Midgar as the train arrives at its destination.
It’s time for another Final Fantasy adventure.
Final Fantasy games are known for their openings, withFF7in particular being an iconic example.
Final Fantasy 16 is no exception, as anyone who’s played the demo will know.
And in FF16, it’s particularly rewarding.
And then there’s a switch.
We fly over previously visited locales, reminiscing on the grand journey that’s already taken place.
The game feels achievable at this point.
This is one of my favourite parts of any Final Fantasy game.
One criticism of FF16 has been its gorgeous but sometimes empty world.
Once side quests open up, however, the world does feel more bustling and alive.
Previously empty villages and hamlets feature extra characters and hunts, while locked paths open into new towns.
The endgame also is where combat really sings.
Handily, FF16’s ability tree allows you to undo your choices and master alternative moves.
This extends to the Chronolith Trials.
Above all, though, the endgame side quests flesh out the world and narrative in important ways.
More importantly, there are moments that deepen the relationships between Clive and his party.
Hours of adventuring are capped off with a touch of poignancy.
It was here, in this hidden moment, that Final Fantasy 16 was most affecting.