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GamesRadar
Technology
Rollin Bishop

Final Fantasy 16 won me over by being a JRPG that lets me take combat on my own terms

Final Fantasy 16 protagonist Clive conjures up a magic fireball

Combat in Final Fantasy 16 can be a lot. There's the general swinging of the big sword, Eikon abilities, dodging to varying degrees, and even a dog's moveset to juggle. When you really think about it, this makes the fact that there's really only one true member of the party in the ever dour and self serious Clive probably a blessing. This is also why I appreciate that the developers at Square Enix explicitly designed a system that lets me decide exactly how much I want to engage with it.

From some of the earliest moments of Final Fantasy 16, it's clear that it's not really all that much like the vast majority of its mainline ilk. At least, that is, from a systems perspective. Gone are anything resembling turn-based actions, and in their place is a much more action-oriented system. In some ways, it's the combat of Final Fantasy 15 taken to its natural conclusion without any pretense.

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