My static is back from vacations and we've started our weekly sessions again. So we did Castrum Fluminis and now I've got some more MSQ to do.
Here's the thing, though.
I've been playing some really good games lately. It's really hard to put down one of those and go back to the "Thanks for coming to talk to me here. Now go there to talk to me. Then go there to talk to me some more. Finally go there to talk to me and I will send you to someone else to restart this loop with." style of questing.
I'm not sure if it's to prolong the playtime, sink gil, or they just couldn't figure out a better way to pace the story using their engine (since FF16 did the same thing and uses the same engine; although it also uses a lot of the same talent, so it's hard to know where technology ends and personal tastes begins). But I'm definitely over it here near the end of the post-Stormblood content.
It's weird because Trails in the Sky has A LOT of dialog, but it doesn't feel slow or drawn out at all. Trails in the Sky has something to teach every JRPG about pacing, but I think that goes 100x for the more recent Final Fantasies.
Fighting Tsukuyomi this week, I was also really struck by how same-y the fights are. It's all breadth and no depth. To make fights harder, they just throw more mechanics at you to deal with at the same time. But you don't have to learn the systems and figure out the right strategy to deal with those mechanics. You just have to learn which increasingly small non-AOE spot to stand in.
Sure, you also have to master the timing if pushing the buttons. And there's some muscle-memory skill stuff there that can be fun. But is it interesting?
I'm not so sure.
It is definitely a difference from a year ago when I was playing FF14 constantly and having a blast. Maybe I just played too much too quickly and now I'm burnt out?
But I don't think so. I think the game is kind of boring in a lot of the same ways that FF16 was boring. And I don't think that is entirely on me.