Final Fantasy XV (Xbox One) Review

By Albert Lichi 13.12.2016 82

Review for Final Fantasy XV on Xbox One

Final Fantasy is one of the biggest franchises in gaming that began as a humble RPG and grew into a multimedia juggernaut. It has crossed over with Disney, and seen several fighting games, card games, a ride, soft drinks, anime series, several CGI films, board games... There is practically nothing that Final Fantasy won't do at this point and, naturally, going into open-world sandbox territory was the next step. It has been a long and horrible wait for everyone, but Cubed3 is here to give closure on the good, the bad and the weird of Final Fantasy XV.

What makes a Final Fantasy game a Final Fantasy game? At this point in the franchise, it's becoming increasingly hard to determine. The series has been around so long and has experimented in countless ways, and has been associated with convoluted fantasy jargon, especially since the seventh console gen had the Final Fantasy XIII trilogy, which was an incoherent, unending nightmare that ruined everyone's lives.

Square Enix, realising that its most valuable intellectual property's branding had been damaged, knew it had to find a way to salvage its pet project, Final Fantasy Versus XIII, the elusive spin-off that had been in development hell for over a decade. All ties and connections to XIII had to be severed, and Final Fantasy Versus XIII simply became Final Fantasy XV in hopes of distancing itself from the repugnant Lightning trilogy. The landscape of RPGs had changed considerably since this project was first announced and expectations were high that Final Fantasy XV could hopefully prove that Square Enix could also pull off an action-RPG in a large sandbox, while retaining the epic scope of their past successes.

Screenshot for Final Fantasy XV on Xbox One

Without getting into spoiler territory, it suffices to say that Final Fantasy XV's story is one of the good ideas that is miscalculated and completely botched in telling it. It is also not terribly original even by Final Fantasy standards. There are some basic plot points that are classic to the series; the idea of a small rag tag group of friends going up against an evil empire, a magical crystal, large god-like summon monsters, trains, man-made monstrosities, and fantasy technology are here and accounted for, which are all very Final Fantasy concepts. One of the reasons why the story fails in how it is told is from what seems like Final Fantasy XV is either not finished or has had a lot of content that got cut.

Really important emotional plot details that should be established, like the romance between Noctis and his betrothed Lunafreya, are never shown outside of a couple of scenes of them as children, where they show no chemistry together at all. The story's emotional core and Noctis' motivation really hinges on his love for this woman, but it is never shown or expressed where it counts - instead, it goes by what characters say, breaking the narrative rule of "show, don't tell." There are so many points of confusion in the story because of the plot threads not being established or being rushed and thrown in at the last minute. From the main villain's motivation, to a party member leaving the team for a mission to go do whatever, or just when the lore is just not explained... the plot should not be this hard to follow considering how few characters are involved in the story.

Screenshot for Final Fantasy XV on Xbox One

Moments where FFXV really feels unfinished is how it teases with many locations that are only shown in cut-scenes or are built up. One location in particular was substantially built up in a previous demo that can never be visited. When Final Fantasy XIII came out, many lamented the lack of towns, and Final Fantasy XV continues that tradition by having exactly two actual towns/cities. No, the many pit-stops and gas station/outposts are not towns. The main map of Eos that the adventure takes place in has only the one town, and it has a completely separate map that is isolated from the rest of the game, which is also a town or city of its own.

Upon visiting this town in the story, this is also where Final Fantasy XV's genre totally changes and the story gains focus. Some may find this part of the game a complete turn-off, since it becomes a literal on-rails experience from chapter 10 and on, and it abandons the open-ended sandbox and side missions and basically becomes like Final Fantasy XIII. Maybe the nonlinear exploration and propensity for getting side-tracked was preventing FFXV from having a focused story, because it really does seem like two games smashed into each other. Even when the story does offer an opportunity to have freedom again in a brave new world before the final chapter, the characters insist on moving forward with the plot and not allowing anymore agency to the player.

Screenshot for Final Fantasy XV on Xbox One

Final Fantasy XV is a very strange game. The setting is both fantasy, yet it is nostalgic about the mundanities of our real world. Fifties-style diners, gas station pit-stops, beach side resorts, the highways and byways of rolling hills, electric power stations and countryside farms are not typically locations thought of in a Final Fantasy game. FFXV commits to a very weird and bold artistic choice, which mostly works, purely on the grounds of just how novel it is. From the Cuba-like city of Lestallum, to the Arizona-like desert of Leide, the world of Eos is strangely familiar. It is a surreal sensation to walk into the many hyper-realistic copy-pasted pit-stops and see advertisements for both Cup Noodles (real world product) and products made from Final Fantasy creatures. Even regular NPCs going about their day look like every day JC Penny catalogue models, which really makes the main cast stick out in their own game.

Noctis, Ignis, Gladiolus and Prompto look like they are ready to perform their hit single at the Pantages Theatre to a sold-out audience. The main cast really does clash with the extremely grounded setting, making them look like they are a boyband on tour, rather than a prince and his most loyal confidants, especially since there are other important characters that look more like traditional Final Fantasy designs. There are several times these visuals clash and the results are truly surreal, where it becomes distracting to the point it's hard to know how to feel. In some scenes, there are standard designs that feel like the kind of characters expected from a Final Fantasy, then it shifts to locales that feel so grounded in our own world. It is hard to know if any of this incongruence is intentional, but after a while it is just sort of accepted. Outside of the surreal setting, much of Final Fantasy XV is cribbed from past games. In some cases, whole concepts and terms are ripped-off without ever really making an original idea of its own, especially towards Final Fantasy VI.

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A lot has been made about Square Enix's attempt to make Final Fantasy XV an open world game and the team's execution could not be more pedestrian or poorly executed. The results make for less of a rollicking nonlinear Final Fantasy game, but more like a half-hearted sandbox made by Ubisoft that is complete with hundreds of nodes on a map. This game is full of crap littering the map that is there to encourage exploration, but is always filler or padding. This is extended to the main story, which is not long by JRPG standards, and rarely relies on character levels or equipment set, since the major plot point battles are QTEs. All of the most interesting things to do, such as the various dungeons, are relegated to either optional side stories or as post-game content. Even the way all the side quests are handled could not be more frustrating, since they usually amount to Noctis and the gang having to trek a staggering long car drive, long load screen, chocobo ride or - at worst - walk, only for the quest to be completed in about two minutes, and then the game expects them to go back to the quest giver for the reward.

Final Fantasy XV has no respect for anybody's time. In recent popular JRPGs, like Xenoblade Chronicles, time is never wasted, with having to return to a quest giver and the fast travel being instantaneous. Even the simple act of picking up items was simpler because Shulk did not need any button prompts to pick anything up - he just did it automatically. In FFXV, some savant at Square Enix had the brilliant idea to have the jump button be the same as the interact button. Something that should be so simple has become a nightmare; when getting Noctis to talk to somebody results in him jumping up and down for 15 seconds in front of them while they stare at him awkwardly, it begs the question: why couldn't the attack button be the interact button? Noctis can't attack in safe zones, so it basically becomes a button with no purpose when not fighting, anyway.

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Control in Final Fantasy XV is a fickle mistress. Controlling the flow of battle can lead to complete bedlam depending on if the camera feels like obeying or if all the shrubbery gets in the way. The director has been given the task of making this instalment an action game, while also being open-world, and in such genres, playability and maintaining some variety is key to prevent the core game from becoming boring over a long period of play. Sadly, Final Fantasy XV's director, Hajime Tabata, has utter disdain for quality action game mechanics and has developed a combat system that only tired old men could enjoy. Every battle is whittled down to holding down the attack button or holding down the auto-dodge. That is all it will take to win.

There is not much more technique outside of a few more advanced moves that give the illusion of depth, since so much of the combat feels so sluggish and unresponsive it never feels fun. If it can be believed, the mindless button mashing found in Musou games have more complexity. There is a major disconnect with the action on screen when battles are happening - they are very flashy and a lot of things are happening at once, but it never has the appropriate feedback required to make it feel like any of it is earned. Enemies don't have the proper wind-up, there is no audible feedback (since audio is feedback that humans naturally respond fastest to), and it just feels so sloppy and haphazard.

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Visually, this is a mixed bag that ranges from pure genius to PlayStation 2 gen. The cloth and hair physics are bar none some of the best ever made in a video game. Even on Xbox One, where the entire game's picture quality has a noticeable softness to it, Final Fantasy XV still can look quite stunning in parts. The dynamic animation how Noctis can move while simply walking is extremely realistic and lifelike with how his weight shifts and how the inverse kinematics make his footsteps connect with every uneven surface. It is only when conversing with non-story related NPCs or during cut-scenes the director deemed low priority is when Final Fantasy XV looks extremely laughable. Stiff and robotic characters with low quality assets move horrifyingly like androids with poor lip sync. It doesn't help that the voice cast is also very hit or miss. The best actors of the game are the ones who play Prompto and Ignis, with the worst being Noctis, who turns in a very bland performance, and Gladiolus, who is just a bad actor and only delivers his lines while grunting and is not capable of any emotional range. There are a couple more standouts, like the actresses for Iris and Cindy, who performed their characters quite well, but are sadly not in the game enough.

Final Fantasy XV is difficult to recommend. On one hand, it is a weird and unique failure that is worth a look because of how weird it is. On the other hand, it is an incoherent narrative disaster with game design flaws and lacking basic features that would make playability more enjoyable. Why isn't there an option to wait at camp to make time of day go to night? Why does the Regalia suck so much to drive, and why does it only require 10 gil to fill it up regardless of how much gas there is left? Why is the best and most tense hunt in the game the same hunt used in the Duscae demo? The story missions are a stark contrast with all the side content - specifically all the wonderful dungeons that are tucked away that are mostly reserved for after the story is completed. Anyone who is excited for doing tedious side missions like ones found in the Assassin's Creed titles, Final Fantasy XV is perfect. This game promises about a hundred hours of side content to do, which is likely the reason anyone will continue to play this, since the story gets concluded so quickly and sloppily.

Screenshot for Final Fantasy XV on Xbox One

Cubed3 Rating

4/10
Rated 4 out of 10

Subpar

Final Fantasy XV is the result of the designers being out of touch and being unable to make any sort of connection with the players. It has a really rough start and is a game with high highs and extremely low lows. It is both a technical achievement and a game design disaster. It is capable of really clever storytelling and character development, while also failing at the basics of telling a simple story. Final Fantasy XV offers a huge amount of land to explore that feels ultimately small due to how few points of interest it actually has. More often than not, this hardly feels like an RPG at times, and yet because of how strange this game is, it might be worth a look. In the end, maybe Final Fantasy XV needed another 10 years of development considering how unfinished it feels.

Developer

Square Enix

Publisher

Square Enix

Genre

Real Time RPG

Players

1

C3 Score

Rated $score out of 10  4/10

Reader Score

Rated $score out of 10  0 (0 Votes)

European release date Out now   North America release date Out now   Japan release date Out now   Australian release date Out now   

Comments

Chantiment said:
I can't imagine what Kamiya would do as a director for such a heavy narrative experience like FF. I love most of his games, but coherent storytelling isn't really his specialty. 

I'm interested to see how he and his team do with Scalebound though. That definitely seems like it has potential.

he can tell a simple story and can make likable heroes.
thats what FF needs.

I think Kamiya's style of character writing and storytelling is inherently different to what I expect from a mainline Final Fantasy title. Not that that's a bad thing. I love Bayonetta, Joe, Dante, Ameterasu, and the like, but they aren't what I'd expect from a series that tends to stick to either high fantasy, or post industrial sci-fi.

I think humanizing main characters is definitely something the series could benefit from, but Kamiya tends to over-exaggerate his characters. A lot. I like his characters, but even in a more modern FF game, I don't think it's what I'd want in that kind of game.

Story wise, I don't think I'd call his stories simple. The stories themselves might be simple, but the mechanics and plot devices he uses tend to add a lot of elements that overly complicate the story. Bayo 2 is a great example of that.

It's an interesting thought, but I think a Kamiya-directed FF wouldn't be Final Fantasy at all.

Chantiment said:

It's an interesting thought, but I think a Kamiya-directed FF wouldn't be Final Fantasy at all.


id argue a final fantasy that doesnt have Hironobu Sakaguchi producing isnt a final fantasy at all.

Well, I finished it (not 100%, but the main story and a fair chunk of side quests).

Whilst there are the makings of a great game in there, they are unfortunately too few and far between, with the developmental troubles clearly having a huge effect on the overall quality of the game. On so many occasions, it feels like there is a lack of context, and seems like entire chunks of gameplay and story have been removed. There are a number of times that things jump from one thing to the next, and you're left thinking why on earth you didn't get to see or play that.

Gladio minor spoiler:

Given what has been coming out of SE's mouths following the release of this game, such as the individual character DLCs (one of which will cover Gladio's above situation), and them planning to add new recorded scenes to fill in context for bits and pieces, such as offering more for players to better understand Ravus' plight, it's insane that SE has literally sold players a half-baked product, adding in story DLC that should have been there originally, and scenes that will clear up things that should have been explained initially.

Given that DLC is a huge money maker that SE can't turn its head away from, I'm not surprised to be seeing story DLC, but I'm constantly amazed that it seems no two FF dev teams can actually communicate with each other. Toriyama outright spoke of learning not to do more story DLC following the bad reaction to it in FF13-2, and yet here we are with story DLC for FF15. Yoshi-P (FF14) talks about how devs shouldn't obsess over graphical fidelity and not to have a mindset that problems can be patched in with updates, and yet here we are with actual scenes ready to be patched in to elaborate and explain in-game scenarios in FF15.

Then we have the unbelievably frustrating issues of the jump and interact functions being on the same button, and the fact you have to get off the chocobo in order to pick up items on the floor. Given how difficult it is to even hop back onto the chocobo sometimes, you end up just bypassing any items on the floor. When you force players to ignore items because of control issues, there is something seriously wrong. These all should have been picked up in testing and fixed. It's amazing they still haven't with a patch.

I watched Kingsglaive after beating it, yet it only cleared up a couple of things. It was a very pretty spectacle, but not much more. Luna looked nothing like her game counterpart, and the different voice actors was dumb. SE made a mistake producing the movie, or at least not including it for all owners of the game if they couldn't be arsed incorporating those elements into the game itself.

I really liked the world, it has to be said. It was good to focus on a few regions, and not the entire world (previous FF games make their worlds seem incredibly small when using the whole planet). I enjoyed the consistency of Southern accents, although Ignis and Luna's wildly different upper class accents annoyed me. Okay, Luna I can perhaps accept because she is from a different country, but Ignis grew up with Noct, but just had an intense educational upbringing. That means they went stereotypical and gave the "smart one" the upper class accent just to make him sound smarter. Stuff like that annoys me.

But I did really like that they picked a general dialect and real-world region for its in-game counterpart and mostly stuck with it. Definitely gives it a more focused identity, instead of throwing in various accents for the hell of it, or generic JRPG regions to cover the bases.

I also take issue with the relevation related to Prompto. I found that pretty unnecessary a thing to add in last minute. But I do feel he is one of the best of the group. I thought the acting overall was pretty on point. Some good deliveries and the guys play off each other pretty well. Just a shame about some overly repeated dialogue on the field and in battles. Noctis I honestly thought put in a good overall performance, and the emotional scenes he handled really well.

Massive shoutout to Yoko Shimomura for the soundtrack too. It's easily one of the best things about the game - some fantastic tunes in there, a number of epic themes, and in general suits the many scenes and areas. The Southern-style tracks in particular again really nail the setting and theme they were going for.

Battles were generally simple, but the summon battles were a mess. Leviathan, oh my god. And then they basically turn into QTEs. They could have been special. Actually summoning the Astrals themselves was a damn joke too, considering they are essentially random and unselectable.

I also felt there was a very FF6 moment near the end of the game, and after coming back to read this review, I suspect it's the same thing.


One final major spoiler I have issues with (seriously, don't click it):


Finally, I think this game has one of the darkest things I've ever seen in an FF game, visually speaking. I was pretty gobsmacked when I saw it. Kind of refreshing to see, if I'm honest.

Might be some more thoughts I have forgotten to mention, but I do feel that the game lets itself down on one too many an occasion. Just the way it brushes aside so many characters and expects players to know what on earth is going on with no context is too frustrating. Chapter 13 was also annoying as hell.

It's a shame, because like I say, there are some excellent bits tucked away in FF15, but as a collective whole, it's just not what consumers should have been given. Honestly, it should have been delayed another year so they could included the cut content that they now seem happy to patch in or sell as piecemeal.

SE made a mistake producing the movie, or at least not including it for all owners of the game if they couldn't be arsed incorporating those elements into the game itself.

SE did actually end up using footage of it in the game. clumsily 

Insanoflex said:

SE made a mistake producing the movie, or at least not including it for all owners of the game if they couldn't be arsed incorporating those elements into the game itself.

SE did actually end up using footage of it in the game. clumsily 

Yeh they did, very brief snippets that still gave no insight into why what happened had to happen.

yeah there is a bit of guessing and some leaps in logic you gotta make to find the connections.

the more i think back to this game, the more i fucking hate it.

Defcon1 (guest) 27.06.2017#59

Do you have a Twitter? I wouldn't mind following your future reviews since your gaming receptors seem to be similar to mine.

thank you!

https://twitter.com/0perationZer0

Chantiment said:
I can't imagine what Kamiya would do as a director for such a heavy narrative experience like FF. I love most of his games, but coherent storytelling isn't really his specialty. 

I'm interested to see how he and his team do with Scalebound though. That definitely seems like it has potential.

this did not age well Smilie

FF15 is the only game to ever come out and still be in development hell.

I hate what they are doing with this game. The fact they are making more scenes/scenarios to fill in plot holes tells you everything. It can't even establish its own world without using external sources, other high-profile game series and real-world products to sell it. It's got nothing on the actually well-established world and lore of FF14 (to compare to another current/recent game in the series).

( Edited 17.09.2017 00:04 by Azuardo )

i feel like my review isn't reflective of the game as it currently stands as is. i havnt played it since it first came out and i know its had so many changes since.

( Edited 15.09.2017 02:11 by Insanoflex )

Makes me sad to hear how its going.  I liked the little bit I played, though that was all of an hour or two.  Shame, doesn't seem worth the years of waiting.

Yeah, they've added a lot to it, but I don't think much right now changes the core of it, nor the story.

The main thing they added was an alt pathway through chapter 13, from Gladio and Ignis' point of view, which is much shorter than the drawn-out Noctis section. The Gladio and Prompto DLC are out too, with Ignis DLC to follow in December, and there's a chapter select now. You can turn the car into a 4x4 and go almost anywhere off-road with it.

Probably some other stuff too, but it will still be the same experience you had the first time until they start patching in some new scenes and scenarios that fix up the gaps in the story outside of the DLC and alt chapter 13 path.

They have talked about adding more background to Luna's brother Ravus, plus they want to add more with Luna to show how "strong" a character she is. They keep trying to make Luna relevant, when she is one of the biggest wastes of space in an FF game. Oh, and they also want to do more with Ardyn, an origins story of sorts, which could end up as a spinoff game or DLC.

( Edited 15.09.2017 02:18 by Azuardo )

devidise said:
Makes me sad to hear how its going.  I liked the little bit I played, though that was all of an hour or two.  Shame, doesn't seem worth the years of waiting.

Indeed, but tis important to remember Nomura's vision wasn't even in much of a solid state or really turned into a coherent game at all. Everything you saw prior was just CG and random ideas that he couldn't turn into a working product. The story of what we got with Tabata's 15 in the end was pretty different to the story of Nomura's, just basically using the very minimal basis of a young prince and his band of brothers. Even Tabata ran out of time and couldn't get a rational story and game together in the end. It's just all over the place.

I actually was enjoying myself for the first few hours, and it felt like it was going places, but shit quickly got confusing and jumped everywhere in a short space of time, with notable chunks of story just going unexplained and missing. Characters get one or two scenes and are never seen again.

It has some fantastic animation and interactions between characters in battle, and that's something that I hope is transferred over to 7 Remake, as it really brings out the personalities and gives them a more realistic persona. VA was hit and miss, but there were some good moments with it, and I think the ending was pretty good, all things considered. It's just the majority of it leading up to that was shocking.

Our member of the week

The complete lack of direction in these games these days is just appalling. They have no idea what to do anymore. The only games Square make these days that I'm interested in are the smaller projects like Octopath Traveller, those are still their most balanced projects I feel. Not beyond reproach perhaps, but with an actual global vision. The big AAA stuff they make doesn't even interest me anymore. Thought it may be good for the Switch to get FFXV after the recent teases, but I won't feel sad at all if the Switch is left without, in fact it may rather enhance the Switch library to NOT get this wreck of a project. As for Kingdom Hearts, no matter how much I tried, I can't get into it and I still don't understand how people can like this. The Enix side at least seems like they know what they are doing with Dragon Quest. Builders from what I hear is great, and XI looks like it's fantastic. But to me, Square, for all intents and purposes, is dead. All the talent I liked over there in the 16/32bit era is gone by now.

Cubed3 Limited Staff :: Review and Feature Writer

Insanoflex said:

Snowtwo said:

Insanoflex said:
final fantasy should just end. its pretty clear at this point they have no more ideas anymore since this latest game was a mish mash of existing ideas from past FF games. SE's team is creatively bankrupt at this juncture.

i doubt they will because people will buy FF because of the name alone now. its pretty much the star wars of videogames.


I very much disagree. I believe that the series should not 'end' so much as 'slap whoever the hell thought it was a good idea to take the series in the actiony direction its gone in through twenty skyscrapers worth of glass windows'. The thing is that games like Bravely Default, which is FF in all but name, have sold WELL.

 

thing is about bravely default is that they too are extremely derivative of past FF games and crib so many plot points and concepts from past FF games.

really, SE has no more original stories to tell. even their best game this year, Worlds of FF is just shit from past FF for fun sake.

even if they dont officially end it, FF is more or less done now.  with FF7 Remake being an episodic series, dont expect there to be a FF16 for a looooooooooooooooooooong time.


Now that I've spent some time with Stormblood... Yes. Square has PLENTY of stories left to tell. It's just that the person responsible for about half (if not more) of the game design thinks he's making a prequel to FFVII and VIII. Heck, of late I've been craving a 'generic' RPG in the same manner that someone might crave a hot dog/hamburger and the reason is simple. Even if the story is standard the way in which it's told or the characters involved can make it great and, for once, I'd like to play a JRPG that actually focuses on characters again instead of trying to throw in some crazy notion that it has to 'evolve' or something.

i dont know whats going on with FF14.
if that game somehow has great writing in it, i have no idea why none of it is present in FF15.

i was replaying a bit of FF6 and 9 th other day and those games do have really weird stories, they are told in a way that anyone can understand what is happening and character's and their motivations are made very clear.

Different team entirely. Naoki Yoshida took over FFXIV and was written by Kazutoyo Maehiro while XV was Directed by Hajimi Tabata, produced by Shinji Hashimoto, and written by Kazushigi Nojima, Saori Itamuro, Akiko Ishibashi, and Takumi Nishida. 

im aware of that.
my point is where is the quality control for FF15?

I don't think they give a shit. Tabata got the game out there when Nomura couldn't, and since so much money's been put into it (clearly on the graphical and animation side, which, admittedly is top tier - animations especially), and with this thought process SE has of trying to make their games last for years to squeeze every last fucking penny out of them as possible, they seem to be giving Tabata free reign to do whatever the fuck he wants. Didn't they say something daft recently about wanting 15 in some form playable on every possible platform?

How much time, money and testing went into making the Regalia traversable over all terrain, getting it working properly in areas it was never intended to go? And then for people to end up spending all of 5 minutes pissing about with it then turning the game off until the next update? I still haven't even tried it out. What's the fucking point of that?

I was initially excited for FF7R until the shit that has been happening to 15. Redoing cutscenes, adding new cutscenes, forcing DLC and season passes... This shit is gonna happen to 7R, even on top of them milking it out into "episodes" i.e. $60 games.

In all seriousness, I've said it a few times, and in agreement with Snowtwo - whatever SE does with its next FF game, they need to be using the 14 team massively. 14 has got better with each expansion, and Stormblood is the best in the game so far. The game itself might be a bit outdated, as well as the visuals, but the story, the level of writing and its characters are excellent. Like Snowtwo said, characters really make a generic story good - and that's basically the case in Stormblood. It's mostly a story of rebellion - a small resistance growing its numbers through the land and rising up to take back their home from the empire. Doesn't get as generic as that, but the writing and characters made it feel genuine. Some high level voice acting from certain characters helped that too.

I too have been replaying FF9 again, and jesus, it's night and day compared to 15. What an absolute joy it's been to replay this gem.

i want FF16 to be outsourced to a better developer or have one of their european branch developers (eidos or crystal dynamics) give it a go.

 

I'm all for outsourcing. And it might prove to be a good thing to give their internal teams room to breathe and rediscover their best form. Sort themselves the fuck out. Look at how it's worked for Nintendo on certain franchises (okay, you get some misses, but the hits make it worth the risks).

Don't know if CD has much RPG experience, and I think the writing would need to be upped if Tomb Raider is anything to go by, but some risks wouldn't go amiss. Let them work on something whilst SE puts something together with the 14 team.

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