FFXIII battle system revealed
Plus: story follows multiple threads.
Hands-on previews of Final Fantasy XIII in Edge and the UK Official PlayStation Magazine have torn the wraps off the game's battle system for the first time.
The magazines visited Square Enix's offices in Japan, where they interviewed the developers and were allowed to play the demo that will be distributed with the Blu-ray release of the Advent Children film in Japan later this month.
Edge - which describes the FFXIII as "the best-looking game on PlayStation 3 yet" - says that the battle system eschews FFXII's real-time programmable parties in favour of an evolution of FFX's more traditional Active Battle System.
Magic and Action points are out, with time being the main resource spent on moves. A character's time gauge is now split into three segments. Weaker spells and abilities will use one of these segments, while more powerful ones will use two or all three. You can therefore queue up multiple moves per character per turn, and there's a suggestion that the number of time segment commands might increase as your characters level up.
Timing can also be used to maintain combos between characters, with their attacks flowing into each other; a good combo will trigger a high-damage "Break Mode". Your performance after each battle is ranked from one to five stars, something the developers told OPM would affect gameplay.
Battles aren't random, although Edge noted that it was difficult to avoid the groups of enemies on the tightly constrained paths in the demo. The demo takes place on a series of futuristic walkways and suspension bridges beneath the hanging city of Cocoon (which sounds like the environment depicted in the recent trailer). The area is called Pulse, an under-city inhabited by rejects and outcasts.
Regarding storyline, the previews contain few details, but producer Yoshinori Kitase suggested to Edge that it would follow multiple characters along multiple threads, rather than merely focusing on poster girl Lightning.
"This is a story that's told from multiple points of view and we have whole chapters of the game that are devoted to a single character and his or her story," Kitase said.
"In that sense, it plays out in a similar way to Dragon Quest IV, taking the perspective of multiple characters, walking with them through their adventures before seeing how these stories come together and intertwine for the climax of the game."
We'll bring you our own impressions of the demo as soon as we can get our hands on it. Final Fantasy XIII is due out for PS3 in Japan before the end of the year, with and American and European release on PS3 and 360 to follow.
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Comments (41) Latest comment 3 years ago
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One thing though; I thought Cocoon was the high tech city and Pulse was the more 'normal' looking world underneath.
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RE: Multiple Threads
I remember reading they were going for less of a party based system, more of a story driven game, with individual stories and characters driving things forward. A new direction so to speak. Whether or not that holds true, I don't know.
I want more FFXIIIversus details, because from what I last read, that is going to be parties, dungeons, world map, summons... and it would be aces if that is the case.
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A must buy then. I cannot WAIT for this game.
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I'm really hoping this is going to be good. The KH team are great at all the in game cinematic stuff and Yoko Shimomura is doing the music.
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Can't wait to get my hands on it!
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You getting the version that comes with the demo then?
So far so good it seems, even more of a must buy than it all ready was
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On topic, this sounds absolutely smashing! That multiple treads thing sounds intriguing as well.
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i guess the problem is that the story had no real drive to it, and the world and its inhabitants were dull, so most people gave up within the first 10 hours, never seeing what the battle system had to offer. which is fair enough!
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While I preferred X, I thought XII has so much more potential. The mixture of realtime fighting and giving orders, and the use of gambits was really interesting, but what failed it was the license system being a bit rubbish, and the overall game balance being way out (forcing you to grind for XP) - if they got the balance right, reintroduced something closer to the sphere grid for character advancement, and stuck with the realtime approach to battles, I think it could be perfect.
I'm sure we'll see something like that in FF XIV or FF XV though
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Whaaaaat? Are you insane? It had a fantastic world and, although Vaan was a bit crap, most of the characters were great. It seemed, I don't know, a bit more restrained and 'adult' than your average JRPG. All IMO, of course.
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Yeah, I am quite interested in seeing how the game is turning out.
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Vaan was a bit of a turd but Basch and Balthier were awesome!
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Exactly what i wanted to hear.
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Okay, it was the random battles that made it feel more last century than anything else.
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Now, this FF13... it kinda reminds me of Chrono Cross, at least in some way.
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Different combat system gives me hope,but i need to see it in action...
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I liked setting up my squad in FFXII to embark on some tactical gameplan but found battling the higher HP Marks a bit of a grind. My larger battles usually ended up attempting to chain up a huge mist combo.
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Anyway, I'm confident FFXIII won't disappoint. It cant come quickly enough!
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the strategies required to beat some the marks were just insane, no matter what level you were.
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How was it a chore? If you had your gambits set up right they pretty much did all the work for you.
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But yeah, I don't mind turn-based if it leaves a lot of room for strategy, say like in FF Tactics or Disgaea. Shadow Hearts: Covenant had an incredible fighting system. It was turn-based, but you could aim for critical hits using the something-Wheel and you could set up some sweet combos as well. A truly under-appreciated gem, that.
Either way, bar the suspect character designs, FFXIII sounds more intriguing by the minute.
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FFX has not ATB, it was a pure turn based game.
FFX-2 was the game with the ATB system and by my opinion is the best battle system on the series (although wasted becase lack of difficult)
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Yuna?!? Seriously Yuna was the most useful character in the whole game. White magic, Aeons, plus if you play with the second sphere grid you can take her on a detour to learn the level two elemental black magic and she becomes invincible (she was way stronger in the magic front than Lulu). It was usually Khimarii and Rikku who were the real problems and even Rikku can be a useful character if you learn how to use her effectively (take advantage of her awesome speed to just keep using damage dealing items). That just leaves Khimari, who I mostly ignore.
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