FFXIII retail-version changes detailed
So what's different about the demo?
Square Enix has explained what will be different in the retail version of Final Fantasy XIII compared with the recently-released Japanese demo.
Crucially, levels and summons will be added to FFXIII, according to a list on 1UP that is compiled from various internet destinations.
Battle difficulty will be greatly increased, too, making this "the most difficult Final Fantasy ever", if director Motomu Toriyama is to be believed. And while the demo only focuses on one player, the retail version of the JRPG lets party members be controlled and commanded during battle. We'll be able to see combat from more angles, too.
Chain attacks will be vital in the full game, and no longer will characters continue to attack thin-air if they accidentally kill an enemy at the beginning of a chain. Snow will be tooled up at launch and no longer rely on his bare fists, too.
There's to be an "item" command added for battles, and more segments will be able to be added to the Time Gauge via a new character growth system.
Incidentally, the classic Final Fantasy victory fanfare will be there at launch and Square Enix is considering adding victory poses.
There will also be command shortcuts to speed proceedings, plus we're promised dialogue subtitles and a solid frame rate.
We went hands-on with the Final Fantasy XIII demo recently and conclude that "things are looking overwhelmingly positive".
The prospect of a European demo, however, isn't. A solid release date for Final Fantasy XIII here is also unknown, with a broad 2010 estimation our only signpost so far.
Japan, on the other hand, receives Final Fantasy XIII this winter exclusively on PlayStation 3.
The game will spread to Xbox 360 as it heads West.
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Comments (26) Latest comment 3 years ago
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This is a really crucial game for them, the first FF on the 360 and PS3, and the first 'real' FF on a Microsoft console ever. Putting off potential customers through difficulty is a bit of a bum move. There'll probably be a fair few who've never played a JRPG before, let alone an FF game looking to pick this up. If they find it impossible they won't stick with it.
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That said, I like my RPGs to be difficult when they are turn based, not real time.
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Had a lot of fun with Zeromus in FFXII too, took me around 4 hours to destroy that son-of-a-bitch when i was totally under-levelled. The satisfaction of taking him down was amazing!
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Has definitely put me off. I'm not a fan of turn based combat anyway so the thought of having to constantly re-do fights to the point of frustration is a big turn off. Same reason I can't be bothered to carry on playing Chrono Trigger to see what the fuss over it is.
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This makes me happy!
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But that’s exactly what i meant when i said "optional fights". I'm all for those being difficult. But what i don't want is the difficulty to increase so much that you keep hitting hurdles during the main story where you have to grind for a few hours in order to overpower your characters in order to pass... Because that’s just artificially extending the game for the sake of it...
XII suffered a bit from this. And I’m not just talking those fights where you can muddle through and use a bit of skill to just make it through (those are fun). I’m talking those times where you go into a fight and getting your whole party wiped out on the first attack even though your current level was evenly-matched for the area you were in.
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Uh-oh! Don't like the sound of that, at all.
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I think it's important to have a decent challenge, since you want to actually earn the next piece of storyline. Either way I can't see it being the hardest Final Fantasy ever.
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I'm finding Eternal Sonata quite challenging but I believe I read that they upped the difficulty level when porting that across. All of a sudden, you can find yourself right under it in a fight, plus, once again, a limited set of items and a maximum you can take into battle too.
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Not counting FFXI then
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Not fun. Still love it.
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To get the max out of any FF, you have to grind. No way you can get 4xCut in FF7 without it, cash for chocobo training, FF8 to be strong to take on the Deep Sea Research Facility. 10 was fairly grindless, until you embark on populating the monster arena. FFX-2 was a bit different as it was a grind to play!
FFXII's battle mechanic actually made grinding a passable way of life... almost compulsive yet strangely enjoyable.
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Lost Odyssey, for instance, is much harder than most FFs, but has zero grind.
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What demon wall in FF7?
As for difficulty levels. I am so not grinding away at another FF game. I used to buy them for the story. This was a must buy for me until that idiotic "most difficult ever" statement.
I'm now pretty sure I'll be giving this a miss. Yea it's a FF game but, lately the name hasn't meant the quality product that it used to. Playing the Jap demo simply confirmed that for me. It's all about the look now it seems. I guess the creator of FF leaving the company has hurt them in ways I didn't foresee. Story and atmosphere being one of those ways. This latest chapter is a FF7 remake in all but name and graphics as far as I can tell. Cloud being replaced, rather weakly by Lightning and Snow. Kind of like they are hedging their bets. If you don't like one you can play the other?!?
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If the customer is anything like me, he or she won't buy this at all. I'm always very suspicious about games that have had a lot of releases. FF 13 sounds like ultra-über hardcore and that you should have played at least the previous 5 releases in order to get the gameplay.
Same goes for Dynasty Warriors, Tekkens, Virtua Fighters, basicaly everything with more than four installments.
That said, I will buy this of course. I loved FFVII.