After fleeing Marquis Ondore’s swank crib, the game wastes no time in dropping you right off at the start of the next area. Balthier, for the third time at least, caresses his ego by showing off features of his ship, this time a cloaking device he borrowed from a StarCraft Wraith. It’s sadly not inaccurate to say that the first and only cool thing Balthier ever stole was his ship and he has just been riding that good feeling ever since as a “sky pirate.” Vaan and Penelo’s bickering prompt Balthier to baldly lampshade the couple’s status as the comic relief, because sometimes the game is as unkind to me as I am to it.

The task now is to cross the Sandsea. They aren’t just being poetic with the name, either; the sand here is special, and flows like water in a vast, sprawling mass stretching beyond the horizon. Basch describes it as larger still than all of Dalmasca and booooy he ain’t even kidding. This is the first time the game drops you off at the beginning of an immense stretch of wasteland or ruins and says, “have at it, we’ll start up the plot again on the other side.” From here on out, this is more or less how the game functions, and I’ll be perfectly honest: I think the game gains something from this. There’s just something about peering out over the trackless wastes, with nothing on the other side but some magic-charged ruin lost to the mists of history, and fighting my way to the very bottom of it in search of some relic or other that just whips me into the adventuring mindset.
Continue reading 〉〉 “A Travelog of Ivalice, Part 6: Sandseas, Sigil Stones, and Staircases of Dicks”
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