FINAL FANTASY XV: EPISODE GLADIOLUS (DLC)
A short, combat-focused side chapter that finally answers what Gladio was doing when he vanished mid-game. Brute-force hack-and-slash with a satisfying rage mechanic, but the story barely scratches the surface of what it could have been.
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About FINAL FANTASY XV: EPISODE GLADIOLUS (DLC)
Episode Gladiolus is a single-character action DLC set during chapter 7 of Final Fantasy XV, filling in the gap left when Gladio abruptly disappears from the main party and returns with a fresh scar and zero explanation. You play as Gladiolus Amicitia as he and his mentor Cor Lionis work through the Tempering Grounds, a crystalline dungeon littered with the impaled corpses of warriors who failed before them, in pursuit of the legendary blademaster Gilgamesh. The environmental design is genuinely striking. The goal is to pass his trial and earn the right to call himself the Shield of the True King. The combat is the real draw, and it does some clever things. Where Noctis relies on warp-strikes and multi-weapon juggling, Gladio is a wall. His three core inputs are Strike, Block, and Dodge, and the whole system pivots around his Rage meter: successful blocks charge it up, and a fully loaded meter lets you unleash glaive attacks that hit up to four times the base damage. There is also a move where he wrenches a stone column out of the ground to beat enemies with it, which is exactly as ridiculous and satisfying as it sounds. Completing trials unlocks stronger special attacks rather than offering traditional leveling, which is a neat wrinkle. The combat style rewards patient, defensive play and feels meaningfully different from controlling Noctis. Here is where the qualifications start piling up. The main story run clocks in at around one hour, and even with Score Attack mode (a points-chasing arcade sprint through the trials) and the Final Trial, an optional one-on-one duel against Cor that is genuinely tough, the total runtime stretches to maybe two or three hours at most. The level design is point-A-to-point-B linear, leaning harder on corridor combat than even the base game's most constrained chapters. Enemy variety is thin, with most opponents being recycled undead soldiers or daemonic encounters pulled from the main game. And for an RPG-leaning character study, the narrative is shallow. Gladio's relationship with his father Clarus goes almost unmentioned. His internal arc never develops past "I must get stronger." Ironically, Cor ends up being the more interesting character here, with dungeon checkpoint conversations filling in his history with Gilgamesh and his past as a failed Shield candidate. The reception from critics landed in the 6-7 range across outlets, with the core complaint being that this felt like content that should have shipped inside Final Fantasy XV to begin with rather than being sold separately. Community sentiment is more forgiving, with many players noting that the boss fights against Gilgamesh and the optional Cor duel are among the best-designed encounters in the entire FFXV package. The Keiichi Okabe-composed music, including his arrangement of the series-classic Big Bridge theme, drew considerable praise. The main story unlocks the Genji Blade, which transfers into the base game, and a shirtless skin for Gladio that is apparently very important to some people. As a piece of character writing it leaves real money on the table. As a tight, well-produced combat vignette with a surprisingly brutal optional challenge, it does the job. Dedicated XV fans who wanted more time in Eos and more Gladio will find it worthwhile. Everyone else will notice it is over before it really gets started. Monika, Scout Team
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Game Info
- Developer
- SQUARE ENIX CO. LTD.
- Publisher
- Square Enix
- Release Date
- Nov 29, 2016