Final Fantasy XVI

A Magnificent Spectacle That Forgot to Be an RPG

by Square Enix

Action gameSteam$49.99

Reviewed by the Rankeno RPG & Adventure DeskUpdated Oct 2026

Final Fantasy XVI is an Action game for Steam. On PC, it's still fighting its own port, and the RPG half never fully shows up. It scores 7.2 out of 10 — Good.

7.2Good#576 of 758 Action games

How it scored How we score

  • Design7.5
  • Innovation6.0
  • Value7.5
  • Utility6.5

In one line

Square Enix hired a Devil May Cry combat lead and pointed him at a Game of Thrones rewrite of Final Fantasy, and the result is a thrilling action game unlike anything else in the series — wrapped around side content so limp it feels like it wandered in from a different, worse game.

Released Sep 17, 2024

The verdict

On PC, it’s still fighting its own port, and the RPG half never fully shows up.

What we liked

  • Among the best real-time combat systems in franchise history, with a real skill ceiling
  • Eikon battles operate at a scale few games attempt and refuse to repeat themselves
  • Soken's score and a standout Ben Starr performance
  • Timely accessories make accessibility a design feature, not a checkbox
  • Complete Edition includes both expansions and the Kairos Gate endgame

What could be better

  • Gear, crafting and loot are decorative — there is no build to speak of
  • MMO-grade fetch quests and a mid-game that drags
  • The story trades its sharp political anger for generic cosmology
  • CPU-heavy port, huge storage cost, and heavy reliance on upscaling on PC
  • No party control, and Torgal isn't a substitute for one

Is it for you?

Best for

  • *Lapsed Final Fantasy fans who bounced off XV*** — this is a vastly more confident, more coherent production.
  • Story-first players — the timely rings let you set combat aside and watch a very good dark fantasy drama.

More reviewed in Action

Overview

There is a moment early in Final Fantasy XVI where the camera pulls back, the orchestra drops out, and a mountain stands up. Titan — a kilometer of animate rock with a grudge — starts throwing punches, and the game hands you a fire-breathing dinosaur to punch back with. Few blockbuster set pieces anywhere approach this scale, and the sequence sustains itself without repeating an idea. Nothing in the medium’s blockbuster tier looks quite like this.

That sequence is the pitch. Everything else is the argument.

Developed by Square Enix’s Creative Business Unit III — the team that spent a decade resurrecting Final Fantasy XIV from its own ashes — XVI is a hard pivot away from what “mainline Final Fantasy” has meant for thirty-five years. No party control. No turn order, no ATB, not even the hybrid stance-dancing of XV or VII Remake. Producer Naoki Yoshida recruited Ryota Suzuki, the combat director behind Devil May Cry 5 and Dragon’s Dogma, and let him build a single-character character-action game inside a dark-fantasy political drama. You play Clive Rosfield and only Clive Rosfield, from the first hour to the last.

The setting is Valisthea, a continent whose nations wage proxy wars over Mothercrystals — the aether-belching monoliths that power civilization — while a spreading Blight eats the land from underneath them. The magic economy runs on Bearers: branded human beings, legally property, worked to literal petrification. It is a bleak, well-observed piece of worldbuilding, and in its early hours XVI is the angriest Final Fantasy ever written.

Reception split along a clean fault line. The game earned strong critical scores and a “Mostly Positive” rating on Steam — a gap that tells the whole story: people who wanted a spectacular action game got one, and people who wanted an RPG were handed a skill tree with the depth of a puddle.

Key features

  • Eikonic combat with three swappable loadouts: Clive absorbs the powers of Phoenix, Garuda, Titan, Ramuh, Bahamut, Shiva, Odin and (in DLC) Leviathan. Each grants a movement ability and two cooldown-based skills, and you carry three sets at once, hot-swapping mid-combo. This is the game’s actual RPG system, and it’s a good one.
  • The stagger economy: Enemies carry a will gauge. Break it and they collapse into a damage-multiplier window that climbs to 1.5x. Every build decision, every ability unlock, every accessory ultimately serves one question — how much can you cram into that window?
  • Timely accessories: Equippable rings that automate dodging, auto-execute combos from a single button, slow time before incoming attacks, or take over Torgal’s commands. Not a difficulty slider hidden in a menu — actual gear you can mix and match to offload exactly the parts you don’t want to play.
  • Active Time Lore: Hold a button during any cutscene and the game overlays a contextual glossary of every proper noun currently on screen. It is the smartest solution to fantasy-jargon overload any narrative game has shipped, and more of them should steal it.
  • The Complete Edition bundle: Echoes of the Fallen and The Rising Tide ship in the box, adding two regions, the Leviathan Eikon, and the Kairos Gate endgame gauntlet — the closest thing here to a real challenge mode.

Analysis

The combat is the argument, and it mostly wins

Suzuki’s system is built on a simple, ruthless idea: your abilities are on cooldowns, not resources, so the game never asks you to conserve. It asks you to sequence. A high-damage Eikonic ability is worthless if it lands outside a stagger window and devastating inside one, which turns every encounter into a small scheduling problem. You bank Ramuh’s Judgment Bolt, chip the will gauge down with Garuda’s grab-and-slam, dump everything you have into the four seconds after the break, then rotate to a third loadout while the first two tick back.

Layer on Magic Burst — cancelling a magic cast into a melee swing for bonus damage, which requires a rhythmic double-tap on nearly every attack you throw — and precision dodging that rewards frame-tight timing with a slow-motion counter window, and you have a combat engine with a genuinely steep skill ceiling. A well-tuned late-game build is fast, and the gap between a competent player and a good one is enormous. That’s rare in Final Fantasy. It’s rarer still in a game that also wants to sell you a cinematic.

The problem is what surrounds it.

The RPG scaffolding is hollow

Gear is a number. That’s not a simplification; that’s the design. Swords have an attack value and a stagger value, and the sword you find later has bigger ones. There is no meaningful build diversity in equipment, no interesting trade-offs, no reason to ever pick anything but the newest thing in your inventory. Crafting is a menu you visit to convert side-quest rewards into a marginally larger number. Accessories mostly reduce cooldowns on abilities you already own.

For an action game, that’s tolerable. For a Final Fantasy, it’s a hole in the floor. The series’ entire heritage — job systems, materia, sphere grids, junctioning, the pleasure of breaking your own party — has been swapped for one ability tree that mostly sells you the same skills you already unlocked, at higher ranks.

The side content is where the seams show

Here’s the uncomfortable structural read: CBU3 is an MMO studio. It shows. Between the main story’s escalations, XVI hands you rows of quest markers at the Hideaway, your hub, that ask you to walk somewhere, talk to someone, kill four of a thing, and walk back. Some of them are well-written — the late-game batch, in particular, does real work giving the supporting cast interior lives, and a handful gate meaningful upgrades. Most are filler that exists because the map needed something in it.

This lands hardest in the middle stretch, where the pacing sags badly. The opening is superb: tight, furious, unbearably grim. The finale is enormous. In between, the game asks you to do errands across environments that are wide, pretty, and mostly empty — corridors with grass. Hunts and the Chronolith trials are the exception, and both are optional content you have to go looking for.

The story starts sharper than it ends

The Bearer material — a magic-industrial slavery economy, presented without flinching — is some of the strongest writing the series has produced in years, and Clive’s arc from vengeance-driven attack dog to something more deliberate is anchored by an excellent performance from Ben Starr. Ralph Ineson’s Cid is one of the franchise’s better characters.

Then, past the midpoint, XVI does what Final Fantasy always does: it swaps its political drama for cosmology. A robed antagonist with a grand metaphysical plan arrives, the human-scale cruelty recedes, and the questions the first act asked so well get quietly filed away. It’s not badly executed. It’s just a smaller, more familiar story than the one you were promised.

Visuals & performance

Art direction: superb. Valisthea’s grubby, sun-bleached medieval realism is a deliberate rejection of XV‘s road-trip Americana and XIII‘s chrome, and the Eikon fights break the aesthetic on purpose — each one adopts a different visual grammar, one shifting into what is essentially a bullet-hell shooter, another into a punch-out brawler. Masayoshi Soken’s score is a series high point, full stop.

The technical picture is messier by design. XVI’s CPU-heavy architecture asks a lot of mid-range machines, and the port leans hard on upscaling — DLSS, FSR with frame generation, XeSS — to the point that reconstruction isn’t an option here, it’s load-bearing. Ray-traced reflections and global illumination arrived post-launch and cost more than they return. Storage demand is enormous and an SSD is non-negotiable. Square Enix ships a free demo covering the prologue, which doubles as the only performance preview worth trusting for specific hardware. Use it.

The UI is clean and unfussy, though the loadout screen buries a lot of build information behind more menu depth than a three-slot system warrants.

Platform nuances

On Steam, this is a controller game wearing keyboard-and-mouse support as a courtesy. Rebinding exists, the mouse works, and neither has any business near a system built on directional dodges, held-charge inputs, and three-loadout hot-swapping. Plug in a gamepad.

What PC does buy you is an uncapped frame rate, and a combat system this timing-sensitive is built to benefit from it — tight dodge windows reward every frame a strong rig can deliver. That, plus the bundled expansions and regular deep discounts, makes Steam the definitive version if your hardware clears the bar. Handhelds are a stretch; this is a game that wants resolution and frame rate to sell its scale, and modest hardware can’t give it both.

Final verdict

Final Fantasy XVI is a game at war with its own name. Judged as an action game, it’s strong — the combat is deep, the presentation is striking, and the Eikon battles are among the loudest things in the medium. Judged as an RPG, it’s threadbare, and no amount of “the genre has always evolved” hand-waving makes an ability tree and a linear gear ladder into a system worth engaging with.

Both readings are correct, which is precisely why reception split the way it did. This is a spectacular game with a hole where its progression should be, and whether that hole is fatal depends entirely on what you came for. Buy it for the fights, the score, and Clive — and only if that’s what you came for. Don’t buy it expecting to build anything.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Square Enix
Released
Sep 17, 2024
Platform
Steam
Price
$49.99
Genres
Action, RPG

Questions about Final Fantasy XVI

Is Final Fantasy XVI worth it?

Final Fantasy XVI is a game at war with its own name. Our editors scored Final Fantasy XVI 7.2 out of 10, which puts it in our Good band.

Why does Final Fantasy XVI score 7.2 out of 10?

With a score of 7.2 out of 10, Final Fantasy XVI lands in our Good band. Design is its strongest category at 7.5 out of 10. Innovation is the weakest at 6.0.

What do our editors like most about Final Fantasy XVI?

Among the best real-time combat systems in franchise history, with a real skill ceiling. Eikon battles operate at a scale few games attempt and refuse to repeat themselves.

What do our editors say is Final Fantasy XVI's biggest weakness?

Gear, crafting and loot are decorative — there is no build to speak of. MMO-grade fetch quests and a mid-game that drags.

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