To recap: I attempted to turn in the quest and instead I jumped. As I was mid-jump, the interaction prompt changed from the “talk” prompt to a prompt for an unrelated photo sidequest. I accidentally triggered that, which started a cutscene where Prompto set everyone up to take a photo.

Advertisement

You can only do that quest in the daytime, so Prompto decided we couldn’t take the photo. (The game still made me watch the cutscene). I was then given control of Noctis again, but he’d been moved and the camera had reset. I had to maneuver him in front of the bartender for a second time, wait for the proper interaction prompt, and finally complete the quest. I couldn’t come up with a better 30-second encapsulation of this game’s usability problems if I tried.

How Do Chocobos Jump?

As I said at the outset, Final Fantasy XV’s user experience is so consistently awful that I could dedicate an entire series of articles to picking it apart. There’s the upgrade screen, which drowns you in identical icons that don’t indicate what they do or how to tell them apart:

Advertisement

There are all the hidden button prompts, like how the radio and camera controls in the car aren’t shown on-screen but the rest of the controls are. There’s the fact that the tactical menu you can call up during combat doesn’t actually permanently pause the game, and if you leave it open too long combat will resume without warning.

Advertisement

There’s the way you have to press circle to go forward from the photo selection screen, when most of the time that button has been used to go back.

There are the control schemes, each of which manages to place one of the three crucial combat buttons in an awkward place rather than simply swapping the square and circle buttons, which is all they really needed to do:

Advertisement

There’s the combat interface, which routinely manages to drown the player in so much visual information that I usually just tune it out:

Advertisement

In addition to all of those things, there is the way that Chocobos jump. As much as any other single thing, the Chocobo jump captures the maddening inconsistency of Final Fantasy XV’s interface and UX.

When you’re running around on foot, you make Noctis jump by pressing the X button. This is consistent across all three control presets.

Advertisement

But when you’re on a Chocobo…

Advertisement

… you jump with circle. Pressing X will make you dismount so that you have to get back on again.

Everything else is weirdly remapped as well (you run with the right trigger and sprint with square?), but I can’t get over the fact that for some mysterious reason, the game has decided that Chocobos jump with the circle button. They could have so easily kept jump on X and had you dismount with the circle button. It would have made more sense in several very obvious ways. But they didn’t.

Advertisement

All these problems were almost certainly the result of the necessary compromises and corner-cutting that occur in the final push to ship a massive video game. I’m sure the developers did the best they could with the tools and time they had. But like many a bad interface, FFXV’s often feels as though it was consciously designed to undermine the player. It’s striking that this game somehow remains likable despite its woeful technical shortcomings, and that it can stand up to a holistic critique while withering so pitifully in the face of a more specific one.

I don’t regret the time I spent finishing Final Fantasy XV. I stuck with this flawed, fascinating game even when I was pressing the wrong button to attack, forgetting how fast-travel worked, or getting lost in Altissia. I stuck with it through the enjoyable opening chapters, the terrible later chapters, the wearying boss fights and the half-assed story revelations, all the way to the bitter, confusing end. Throughout all of that, the rampant usability problems nipped at my heels, tripping me up like a snarling mutt I couldn’t shake. Whether you’re a fan or a first-timer, Final Fantasy XV requires far more patience than it should.