Real-time sword, firearm, and magic combat against human soldiers and monsters, with blood effects but no dismemberment or lingering gore.
Characters drink alcohol at bars and inns and alcohol is referenced in conversation and menus.
The story centers on grief, loss, sacrifice, and the deaths of major characters, building to a somber, bittersweet ending.
Occasional mild swearing in character dialogue.
A recurring mechanic character wears a revealing outfit and some female NPCs appear in swimwear or low-cut attire.
Nighttime brings out shadowy demons and undead creatures, and some dungeons carry an eerie, tense atmosphere.
Players hunt and fight wild beasts and animals as ordinary combat and quest objectives.
Imperial human experimentation and captivity are referenced and shown in story scenes involving turning people and creatures into daemons.
Some flirtatious dialogue and suggestive framing around a few characters; nothing explicit is shown.
This open-world action role-playing title casts players as Prince Noctis, who sets out on a lengthy journey across a fantasy setting alongside three traveling companions. Their aim is recovering a pilfered magical Crystal together with the prince's throne. Getting around happens by automobile and by riding oversized birds, while the group pitches camp, prepares meals, and does battle with an empire's troops and assorted creatures. Encounters unfold in real time, drawing on blades, firearms, and magic tied to the elements. Skirmishes show a degree of blood, though the game leaves out gore and severed limbs. Locations include taverns where drinks are poured, one returning cast member is shown smoking, certain figures wear skimpy clothing, and misshapen beasts emerge once night falls. The central plot carries heavy emotional weight, touching on dying, mourning, and giving oneself up, and it moves toward a mournful ending. An optional internet-based cooperative add-on lets people join forces online while communicating through voice and typed messages.
The fighting is positioned as a noble obligation: defending a realm and its inhabitants against an empire that has invaded. The narrative lingers sincerely on bonds of brotherhood, bereavement, and personal sacrifice instead of playing them up for shock value. Painful events — a death, a loss of sight, the anguish felt by a villain — are cast as sorrow and outcome within a grave storyline rather than as prizes or spectacle.
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