PowderedToast
Junior Member
this game is so weird and memorable.
i kind of wish i didn't know anything about versus though.
generally, i liked how the story centred around noctis' POV. when it worked, it made the world feel so mysterious and huge, and it's always fun when you learn information alongside the characters. driving around an americana style world and stopping off at diners really drove home the feeling of local, small scale realism, and when it eventually combines with epic high fantasy you really feel the power of that contrast. where it failed was in contextualising and building up important relationships. but generally i feel like it was a successful solution to having to compress and cut parts of the story.
i'm a huge fan of chapter 13. i'm finally in nifelheim, but i'm trapped in this gigantic labyrinth and the city is completely abandoned...ardyn is taunting me through a microphone, all my bros are missing, and i have a single ring to survive. i really got the sense of being thrust into a vast faraway world, full of history, but all of which happened without my involvement or knowledge. and then arriving at the empty throne room, recognising it from the earlier cutscene, and trying to piece together wtf was going on. and then finally, the satisfaction at reaching the elevator to the crystal. just so awesome.
if that style doesn't work for you, i can understand the huge disappointment around the empire getting no screen time. but regardless of the motivation for why they told the story that way, i found it really effective.
i kind of wish i didn't know anything about versus though.
generally, i liked how the story centred around noctis' POV. when it worked, it made the world feel so mysterious and huge, and it's always fun when you learn information alongside the characters. driving around an americana style world and stopping off at diners really drove home the feeling of local, small scale realism, and when it eventually combines with epic high fantasy you really feel the power of that contrast. where it failed was in contextualising and building up important relationships. but generally i feel like it was a successful solution to having to compress and cut parts of the story.
i'm a huge fan of chapter 13. i'm finally in nifelheim, but i'm trapped in this gigantic labyrinth and the city is completely abandoned...ardyn is taunting me through a microphone, all my bros are missing, and i have a single ring to survive. i really got the sense of being thrust into a vast faraway world, full of history, but all of which happened without my involvement or knowledge. and then arriving at the empty throne room, recognising it from the earlier cutscene, and trying to piece together wtf was going on. and then finally, the satisfaction at reaching the elevator to the crystal. just so awesome.
if that style doesn't work for you, i can understand the huge disappointment around the empire getting no screen time. but regardless of the motivation for why they told the story that way, i found it really effective.