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#( also look at her yearning......waiting......aaa )
seacrypt-archived · 4 years
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@destructiveglitch​ said:  ♥♤♪ :)
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♥ - something they like about your muse.
cadillac’s confidence in himself but also in her; the way he speaks so eloquently about pain & the grand cosmos. it is purely fascinating, ridden of any kind of doubt while he looks at her. it reassures her; makes her feel safe. the fact that he seems to know of so much & more, which she probably wasn’t even able to comprehend if presented to. & of course, those eyes of his. 
♤ - what they thought about your muse when first meeting.
lou thought of herself as one lucky alien; never in her entire lifetime had she met eyes with one of her kind, or at least one that was familiar with her struggles. it was pure bewilderment at first; she couldn’t believe her eyes. but then it developed into a yearning that could be hardly conceived into words; she wanted to know more. more about him. more about the world out there. everything. other than that, she thought that he was pretty hot. 
♪ - a secret they’re keeping from your muse.
that she wants to stay. she want to explore the cosmos by his side; wants to get to know him more. just for a little longer ? that would be enough, or at least, that’s what she tells herself. lou doesn’t want to seem clingy, given that they barely know each other but there is just something that draws her in every time she looks at cadillac. be it the unexplained or those pretty eyes; was it that important ? not really but if she had to give an answer; probably both. she doesn’t want to loose this. doesn’t want to loose him. 
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glazelilyy · 3 years
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Greetings, I hope this message find you well mon cœur. Dainslief anon here, my sincere gratitude for making me feel welcome here 🥰 This is my first request which I hope you may consider, which would be for the 1k event (congratulations by the way and may you accept this bouquet 💐). An invitation letter + Dainslief + princess reader & knight Dainslief. For context you can either choose to do one whereby he invites the reader to run away with him or invites her after a ball for a dance in the garden. Thank you for reading this message and that the rest of your day goes well! **looking forward in hopes you'll do this request and can't wait to see how your writing brings this to magic
-Dain anon
𝟏𝟎𝟎𝟎 𝐅𝐎𝐋𝐋𝐎𝐖𝐄𝐑 𝐄𝐕𝐄𝐍𝐓 - 𝐚 𝐥𝐞𝐭𝐭𝐞𝐫 𝐭𝐨 𝐲𝐨𝐮
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pairing - dainsleif x female reader
prompt - invitation letter
warning - reader is addressed as princess, eloping
a/n - m-mon cœur- /)\\\\\(\ AAA IM SO GLAD I REMEMBER THE FRENCH I LEARNED AGES AGO CAUSE HOLY FRICK GNJFKGDF dain nonnie you're very sweet ty for sending me this awesome req! i decided that the eloping thing would be really cool to format into a letter (also added that the reader is engaged to someone else for cool tension hehe) :D i hope you enjoyed this cause i really liked writing it!
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to my dearest princess (y/n),
the time draws nearer for you to be handed off to another, and i must admit that my heart aches at the very thought. i know you yearn for me just as much, my love, but the odds of fate push us apart and i have yet to be able to freely hold you in my arms and declare my love for you to the world.
i cannot say that i am willing to only be your loyal knight anymore, as my heart aches to be called something more. regardless of your decision, my princess, i shall forever humbly remain your loyal knight and guard you and your prospecting lover with my life.
however, i believe that you feel the same as i do. perhaps it is simply wishful thinking, but i have felt how your heart flutters in my embraces and the twitch of your nose when your lips are pressed against mine. i know it is not your suitor that holds your heart, but i.
by the time you receive this letter, i will have procured two horses and packed my belongings. i wish to take you far from this place, where i am free to love you not as your knight but as your lover, and you no longer have to bear the weight of a title too heavy for your shoulders. with all that i am, i ask that you come with me, far, far away from this land. we shall get a small house, for just the two of us.
and there, i hope to make you my bride.
you will find me at the back gates. if you do not come by midnight, i shall know your answer, rest assured, my lady.
until the stars die and the planets come crashing down, i shall love you with all my heart.
yours faithfully,
dainsleif
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dahlthir-blog · 7 years
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     ➜ Ephen Sonne has been accepted!
Welcome to Dahlthir, Naya/Junieve! Your application for Ephen Sonne has been approved. You’ll have 5 days to turn in your blog to the masterlist. If you need more time, you can send us a message!
The character portion of the application can be found under the cut. I love all the development that Ephen undergoes through his background. So much happens and I can feel the gravity of each event from his father’s disappearance to his mother’s death. I’m so sad. He worked so hard for his family and his mother. I wish things didn’t end like that aaa. I hope he can eventually let go of all those walls around him. I hope he can live a better life!!
P.S I love his horse. 
Other Characters: Amelia Veldair Faceclaim(s) & Series: Izuku Midoriya [ Boku no Hero Academia ]
Character Name: Ephen Sonne Housing: Silque and Cael’s orphanage; his room is on its fifth floor, being just two rooms away from the bathroom (and thus one of the two furthest from the stairs themselves.) Age: 15
Appearance: Ephen is a young human on the short side (~5’5”) that looks his age, if not a bit younger— the unyielding youthfulness in his emerald eyes is one he shares with fewer and fewer in Dahlthir, the color in said saucer-wide eyes sometimes blazing greater than anyone else’s. Contrary to his faceclaim’s canon, Ephen has never had any instructed combat training— obvious from how frail his body looks, and how wispy and slight it truly is in comparison. Despite that, his skin has never been that cold— even when he was in his first residence in Dahlthir, spending so much time in the sun certainly meant that warmth would scatter through his skin even a bit. Also scattered are countless freckles, dotting everywhere another could see: the most obvious are on his cheeks, crossing through the bridge of his nose. Other than that, only scratches and injuries fill empty spaces- nothing else is on his skin. His hair is dark green, black seemingly creeping in it like roots— and as long as it keeps growing, Ephen has changed from letting it cover his face to loosely attempting to tie it up.
Are they a part of the Adventurer’s Guild?: Nope! —- How long have they been part of the Guild: —
Warnings: tw death (not vivid; only one cause of death is specified, and is not mentioned on the trigger list) and abandonment
Personality: [pos.] hardworking, observant, cheerful (and yet brave in any time he needs to be that the most) [neu.] emotional, selfless [neg.] untrusting, indecisive, unconfident and self-destructive
Background: Searching for an older Sonne in Dahlthir or any other village nearby would be a goose chase— all too obvious with why Ephen moved living spaces so many times. But if one wanted to know the boy’s origins, they would simply have to ride to Agatcham— though his old dwelling is now either decrepit or occupied by another farmer. You might find scraps and paper, though: perhaps foxglove and herbs and residual magic might be swept aside in one room. ( But who is he to know? After all, he hasn’t known the aftereffects of his past for two years- just what he knew before the present turned to past. ) Not much has been left behind, however; you would need to talk to the older residents to find definite information. Most remember the villagers that left for good- because most walked away with Death by their side, because few villagers ever did leave without it. ( And, as a result, these memories were years and years old. ) They turned into real tales, and they became the ‘adventures’ an Agatcham farmer could recollect with varying emotion. One recent tale was of a lost family, whose final fate was unknown.
It started fifteen years ago. Well, to put it simply: when the son of the lost family was born, everything was okay. He was born into a family of the sun and raised by the tales of heroes, heavily admiring their adventures and every retelling. But he knew a legend like theirs would never be in his hands; his parents were magnanimous, as was he, and involving most their money to aid others meant he could never take a lesson in combat. He learned his own skills over time— maybe more basic than one would perceive a hero’s hobbies, but still all ones he loved as much as their tales— in return for applying those skills, and a bit of mingling with the village, and there was the thought that he’d become just another pleasant, calm farmer.
( These assumptions were always too quick. )
In a day, such thoughts blew away like dust, as well as the pleasant days of the Sonne family. Because someone had left long before dawn, the used wax of candle and wrinkly paper left on the dining table. When he woke up, the boy found his mother crying at the table, tears pooling at her side. He rushed to her side, all thoughts and worries focused on her than his own— all but the anger rising at his father. Because he was not a baby anymore. Because twelve year olds were never foolish, except for their decisions. ( Because he was so, so much smarter than this village thought, and maybe he wasn’t a genius but he could definitely comprehend things before a sloth could lift a finger. ) His father? Now gone, vanished like the cold wind to adventure to earn money to become a hero—
Tell him, he thought, are so many heroes as terrible as this?
There was a package laying there. A small parcel next to wax and paper, badly tied in the night— it held unused money, ones and tens of currency his father had never given to them. ( Not as giving as everyone thought? Perfect. ) The note told them that when they were waiting for him to return, they could use it. They could use it to move somewhere else. The child bitterly held onto it; his mother may have prayed, but he did anything but that. ( What a blinding mistake. )
Truly, he was too focused after the incident on helping his mother: he flung himself into fieldwork to aid their failing financial situation, because his father was no longer there, and any spare time was a blur of some old tasks and more familial help. There was no correspondence from their father— None, none until a few months later. At that time, the child was in the fields, and spotted the unusual: adventurers riding to on horseback. People didn’t visit often; apparently, Dahlthir’s guild was starting to help around with horde problems, but his appreciation did not rise then. There had been no need for elimination lately, and the closer the riders got, the more obvious it seemed they were looking for anything but monsters. Running up to them (his first mistake), he’d grabbed at the thought that they were heroes in the making and assumed it before the worst. But then leading them to his house (his second mistake) and watching them knock on the door (his third mistake) lead to the exact worst. They delivered the news slowly, too slowly, and he expected the exact thing he’d thought before his assumptions. His father was dead from adventuring- the two riders had gone on the road and found him, not even near a far-off village- and the child felt too bitter and too angry for one day. But they were left be again, with only condolences from the village and visitors. And disaster chose to strike again. ( Of course. )
Nineteen months had passed- they’d made it through a year and a half, and the boy was thirteen. It was in winter, near the break to spring- and the peace was disrupted by a dizzy spell in the middle of the day. So the boy, in better shape, dragged himself to the clinic, pulled himself together to sprint as fast as his knees could, and yelled- cried for them to help, because he just knew what would come next and yet—
When the boy was thirteen, he forced himself to see them trying to save his mother. And when he was thirteen- thirteen, and almost fourteen, he was the only family member to hear that she had died. ( He overheard them. Takotsubu cardiomyopathy: the scientific name for broken heart syndrome. She’d been suffering for months, and he and everyone else had been blinded by the sun. )
Two mornings after, the cottage was found to be near-picked clean, fields carried by new farmers. One person was notified of this beforehand– a resident horse rancher, where he bought a horse from. ( He hoped, he hoped so much, more than he ever had, that they could take him somewhere and never have to look back. That the lessons he’d had before would grant him help this once. ) Afterwards, the boy left no note, taking off in the morning and grabbing anything he had that he cared about.
The boy spent what felt like hours riding on the road- avoiding the nearing monsters was no problem with horseback, but it meant being wary when he had to. Eventually, a town neared, and he chose to stop by it. While an hour was spent riding, pure minutes were spent walking to find a place to stay in this town. Soon, he came across Eymtri Inn and entered; this was how he met the owner of the inn, a flustered mess hurrying about in the main room. He offered to help, paying for his room with a shared workload, and easily blended in with the other villages. Soon, the questioning gazes were replaced by kind faces and pleasant conversation, and he felt just as comfortable as he had been years back in Agatcham. This compelled him to stay and pick up more jobs, and his work became known through some parts of this town- or rather, of Dahlthir. People grew to like him not for heroics, but the small bouts of work he did- and even if he did not become known by name, he was fine with that.
But so much work didn’t last forever. The boy no longer aspired to be a hero, of course, and definitely didn’t after what his father had caused; but there was a feeling of yearning, of wanting to be somewhere else but yet somehow still there. Asking (with ease) to take a day off, that day was spent with even more questions: about where he could move to within Dahlthir. Most answers, with his age taken up as factor and the fact that he had said he’d come to town alone, directed him to The Golden Rose, and he hurried as fast as he could. ( After all, they had said the building was crammed near the market square, and there was no way the boy would squeeze his way through the crowds later. ) Ending his sprint before the masses of sellers and buyers could arrive, he pushed open the door to The Golden Rose and entered. Already entranced by the building’s exterior, he was too surprised when he realized the interior design and stopped in his tracks- the building– restaurant– looked amazing, but he had no idea where he could actually live. He quickly got the answer to his questions— a welcoming voice broke him from his stupor, and his own voice poured out with the question of residence.
( And perhaps you know how that conversation went. )
Years later, he still stays, helping out in Dahlthir however he can. Many are acquainted with him or know him by name or hobby; some are close to family, and yet not a single villager is close enough to break all his walls down. But this boy’s name is, and has been, Ephen Sonne, and despite all the walls he made he’s never wanted to look at them again. He focuses towards the future, towards living a life hopefully better than his life in Agatcham- and with the festival upcoming, there’s the blooming thought, one as seedy as him, that his hopes might be true after all.
Level: 1
General Powers/Abilities/Unusual Traits Description: While not a mage, and really not having anything unusual of note, Ephen holds a magic of his own: his vocation lies heavily in trade and craft. His farming skills have weakened from lack of use, but the tasks he’s taken up in Agatcham and Dahlthir strengthen the rest. Notable skills would include caring for and riding horses, cooking, and cleaning, but perhaps the most closeted is his notes and his writing. He tends to write down a lot of stuff (often for memory purposes)— whether it’s a story, recipe, or something of his own expertise, you’re bound to find something of note in his books.
Specific Powers/Abilities/Traits of Note: —
Extra: Leone is a Clydsedale horse he brought with him to Dahlthir; she resides in the stables, and he’ll often be seen near them taking care of her.
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theroguebadger · 7 years
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Review: Final Fantasy XV
That’s it! I’ve come up with a new review! (No spoilers)
Following a game's development from the day of its initial announcement can be a difficult prospect. For many AAA games, that can mean two or three years of patience, with only a new trailer every few months to keep the fire of anticipation burning. In this sense, Final Fantasy XV is the most extreme of anomalies. It was first unveiled as Final Fantasy Versus XIII, a companion story with loose links to Final Fantasy XIII, at E3 in 2006, a whopping ten years before it would finally see the light of day. In the following years, updates and new information were so scarce that many feared that the game would never see release; even when it was officially rebranded as Final Fantasy XV at E3 2013, seven years after its first trailer aired, fans were subjected to a three-year wait before they could get their hands on it, though two demos and several trailers filled the gap. With a game like this, whose development history was so troubled and uncertain, it isn't enough to simply ask whether or not the finished product is a satisfactory one. Perhaps more importantly, we have to ask: was it worth the wait?
Final Fantasy XV picks and chooses aspects from earlier series instalments and takes them for itself, whilst occasionally throwing something new into the mix. Reminiscent of Final Fantasy III and X-2, your party is limited to a smaller group of people – four, in this case – all of which are present from the opening stages of the story. Noctis Lucis Caelum, prince of the kingdom of Lucis, departs the capital city of Insomnia in the opening scenes, accompanied by three close friends: Ignis, a sensible caretaker charged with keeping Noctis out of trouble; Gladiolus, a combat instructor responsible for training Noctis's combat skills; and Prompto, a close friend of the prince's from his school days, who brings a carefree enthusiasm and his photography skills to the team.
Together, they set off on a road trip to attend Noctis's own wedding to Lunafreya, princess of distant kingdom Tenebrae. It all quickly goes wrong, of course. Insomnia is invaded by an imperial army       moments after you leave; your father the king is assassinated, your fiancée disappears on a journey of her own and the kingdom's Crystal, a magical relic needed to keep the world safe, is pilfered by the empire. As with much of the story, this is all communicated in a very rushed, head-scratching sort of way. The impact of events is made underwhelming by how little time or focus is dedicated to them. The invasion of Insomnia is shown to be a battle on a catastrophic scale, but the seconds-long cutscene that reveals it hardly adds anything to the immensity of the event.
With their mission now changed – they need to find Lunafreya, bring down the empire and restore the Crystal to Lucis – Noctis and company's true journey begins. Here the first portion of Lucis's open world becomes available to you, with the other sections locked behind early story progression. When you're not travelling between story areas – your means of transport being the Regalia, on foot or, eventually, via chocobo – you can tackle some of FF15's innumerable hunting missions, help out troubled NPCs at the various outposts or gather useful materials. Food sources will provide you with ingredients to bolster Ignis's list of recipes, which when prepared at camp will give the party a time-limited boost to various stats. In many cases, the right meal can make all the difference in a tough fight, of which there are many outside of the mandatory story fights, and Ignis's own enthusiasm for the culinary arts makes the whole process quite charming to watch.
Alongside ingredients, you can also discover ore with which to customise your car, or sources of magic to craft spells for use in battle. Gone are the days of scrolling through your acquired spells to find the right one for the occasion. Final Fantasy XV has its own approach to magic, allowing you to mix and match your stock of each element to create stronger variants – the classic -aras and -agas – but the most crucial aspect is adding in items you've collected along your travels. These can do anything from increasing the uses of a particular spell (they're all finite and must be replenished) to adding extra effects such as healing Noctis or boosting the experience you earn from any battle in which they're cast. Fiddling around with different combinations is interesting enough at first, but after a while I couldn't help but wish they'd stuck with something more traditional. Having these usage-limited tools of devastation is a novel concept, but friendly fire means you're just as likely to set your team ablaze as you are to turn the tide of battle with a well-placed, triple-cast Firaga.
Combat puts you solely in control of Noctis, with your allies only controllable through the activation of their own specific skills. Whilst your teammates are limited to two weapons of specific types – Gladiolus uses greatswords and shields, for example – Noctis can wield anything and everything, including the Royal Arms of the Lucis line. His unique, princely abilities allow him to teleport around the battlefield, instantly warping to a distant enemy and landing a fearsome blow that only grows stronger the further he warps. In bigger, more chaotic battles, the combat truly shines; at times, it feels as if Noctis's friends only fight with him to better enable his showy fighting style, and it works. Incapacitating a group of enemies with well-timed warp-strikes before following up with a combo attack – Gladiolus is capable of massive damage, whereas Ignis provides support and Prompto destabilises and hinders the enemy – is never unsatisfying.
The combat system only begins to exhibit major faults when you face off against certain screen-filling enemies, so large in size and scale that the camera doesn't know what to do or where to look. The hit-detection on these enemies is similarly inconsistent, meaning what you intended to be a critical blow with a warp-strike actually results in you sliding along the enemy's bulk before clipping through them and becoming lodged inside. These encounters are limited, however, and for the most part the fast-paced battles continue to be one of Final Fantasy XV's triumphs. It's a system where simplicity proves to be the a viable approach, though fans of Final Fantasy's turn-based roots might yearn for something more traditional. Summoning, a recurring feature of Final Fantasy combat, has also been overhauled – don't expect a designated summoner class in this game. The small but familiar selection of summons are a real spectacle to behold, towering high above the battlefield as they unleash a devastating ability. With their acquisition tied to story progression, however, there's no satisfaction or challenge in acquiring them, and their specific summon requirements – they're more likely to appear based on factors such as allies being knocked out or Noctis entering the danger state – make them awkward and fiddly at times, resulting in a mountain-sized, god-like creature appearing to end a battle against low-level enemies, or at the very end of a lengthy boss battle where their intervention would have been better appreciated early on.
Where Final Fantasy XV truly struggles is in telling its story. Its more recent predecessors had particular narrative issues – FF13's reliance on handing the player files to read in order to properly learn about the world, for instance – but never before have I felt that a Final Fantasy game's story is in dire need of fixing – until now. The problems start early and rarely abate, with one of FF15's rare, albeit beautiful, CGI cutscenes showing the king's death in mere seconds. The actual invasion of Insomnia, home to all four party members, is detailed mostly via radio transmissions heard by the group. After a little bit of moping, Noctis seemingly forgets his father has died at all; he doesn't move on from grieving so much as that particular plot thread is abandoned entirely. Later, another brief cutscene introduces you to the main group of antagonists, some of whom are never actually seen again. Whilst the open-world does a good enough job of showing the player a living, breathing Lucis, full of settlements big and small, their people engaging in conversations about anything from everyday minutia to whichever crisis is ongoing at that point in the game, the empire receives barely any development at all. Knowing your enemy is a major part of becoming invested in the experience, but I found myself unable to care about what little I knew of Noctis's foes.
By the end of the game, the imperial presence in FF15's world of Eos meant little more to me than the aircraft that would so routinely interrupt my travels to drop a group of Magitek Soldiers on my team. If you engage in optional activities to even the smallest extent, these altercations will be your main source of interaction with the antagonistic empire; what few officers and leaders they have disappear permanently not long after being introduced to you, and not necessarily because they were defeated. It's a baffling inadequacy in a game that took a decade to make. Final Fantasy has for years been a name synonymous with rich world-building and compelling stories, but Final Fantasy XV's decade-long development has produced an incoherent, muddled narrative that fails to match the scope and depth the developers no doubt intended for their world. Whilst the plot and its delivery do bring down the overall experience, there is a great deal of good to balance out the bad.
In some ways, Final Fantasy XV is both endearing and spectacular. Someone on the development team clearly understood how great an impact the little things can have, and it's in subtlety and nuance that FF15 is at its most charming. Although driving the Regalia is almost entirely an on-rails affair, it's made more enjoyable by the group's humourous exchanges and, best of all, the ability to listen to the soundtracks of previous Final Fantasy instalments, which can be purchased from vendors across Lucis. The track listings aren't complete, but there's something undeniably nostalgic about listening to FF10's Blitz Off or Blinded by Light from FF13, not to mention classic tracks from the series' earliest instalments. When you're done for the day and settle down at a camp or inn, you'll get to see the photographs Prompto has taken that day, and you can save any you like. Some are fairly typical – locations you've visited, people you've met – but the rest have real potential to amuse or delight. Alongside pictures of the group posing together by a landmark, I had photos of the four of them mid-battle with fearsome daemons – powerful enemies that only appear at night – or trekking across Lucis with a town visible in the distance and the sun just right in the sky beyond. Having Noctis and company settle down at night with a meal to pore over Prompto's handiwork always succeeds in strengthening your connection to them and the bond they so clearly share; it's just a shame that the rest of the cast wasn't treated so lovingly. From helpful mechanic Cindy, with her inexplicable accent and ridiculous attire, to fearsome warrior Aranea, anyone who isn't a part of Team Noctis will receive little in the way of character development, if they get anything at all. It's another jarring disappointment from a series that has in the past so consistently created compelling and likeable supporting casts.
It's often people like those who will be issuing your quests, but outside of a few generic lines of dialogue you'll learn almost nothing about them, and lesser NPCs are recycled with a consistency that would be impressive were it not so tedious. One man, a hunter named Dave of all things, pops up in settlements across Lucis, tasking the group with going to a nearby location and retrieving the dog tags of a fallen hunter. His dialogue rarely differs each time – “Fancy meeting you here. Mind collecting some dog tags for me?” – but he somehow has more of a presence than many of the game's more prominent characters. Rather than taking a copy-paste approach to side quests to the extent that they're almost MMO-esque in depth and variety, more time could have been taken to show us more of what we need and want to know. For all of the occasional chatter about her, Lunafreya has shockingly little to do in the game, which is worrying indeed given that as the Oracle she acts as a liaison between humans and the gods. By the end of the game, I could only find three aspects to her character: she and Noctis were in a long-distance relationship, she could communicate with the gods and she opposed the empire. Beyond that, there's little to learn. With so many excellent leading ladies to draw from in the series' history, it's a shame that Lunafreya contributes so little. Outside of Noctis's group, characters seem to exist only to push the heroes in a certain direction, lacking a real purpose or personality of their own.
That's the prevailing problem with Final Fantasy XV: it feels aimless. Winning battles and accomplishing certain feats awards you with experience points and AP with which to power up your party members, but it hardly feels rewarding. Most enemy encounters can be won with minimal effort, making the huge number of side missions and hunts feel completely unnecessary. The story will drag you from place to place on the whims of one person or another, but when the credits rolled I found myself with more questions than answers, and not for lack of paying attention. It's easy to get lost in the experience, to allow yourself to wander the wilds of Eos, undertaking hunts to eliminate powerful enemies before you seclude yourself at a nearby fishing spot, but the facade crumbles when you go anywhere near a main story mission. Final Fantasy has been erratic in quality post-FFX, but never before have the problems been so glaring, so detrimental to the overall experience. With ten years of development time, no matter how troubled those early years might have been, it shouldn't have been like this.
7/10
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