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Final Fantasy XV – all the poetry and frustration of a road trip

Final Fantasy XV is at its best when treated as a journey, but it’s intrusive when it tries to keep you busy and comforting when it settles for just keeping you company

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Final Fantasy XV is at its best when you go with the flow.
The Washington Post

Final Fantasy XV

Square Enix

3/5 stars

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It’s hard to see how you can go from Final Fantasy, an eight-bit interpretation of Dungeons and Dragons from a small group of Japanese developers released in 1987, to Final Fantasy XV, a rambling road trip that mashes together so many different points of reference and kinds of play – fishing, driving, monster combat, farming, ranching, photography – that no one component could be said to be definitive.

It’s a game that seems to have anticipated its own player’s boredom and tried to forestall it with a web of potential alternatives. This is the logic of many video game sequels: over time, they become more about the nostalgia for previous games in the series.

Final Fantasy XV (for the PlayStation 4 and Xbox One) begins when a post-pubescent prince called Noctis is sent off with three friends on a road trip to a neighbouring kingdom for Noctis’ arranged marriage, which was organised in order to defend against a third kingdom that’s edging closer to war. “I ask not that you guide my wayward son,” the King tells Noctis’ companions upon departing, “merely that you remain at his side.”

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