Final Fantasy XIII
Lightning strike.
The joke, so it goes among Final Fantasy's legions of hecklers, is that aside from some new belts, buckles and hairspray nothing ever really changes in Japan's most misleadingly-titled RPG franchise. Rather, each subsequent release echoes the preceding one in both form and function, the aged, crumbly mechanics that drive each game merely obfuscated by ever more dazzling CGI.
Glance behind the curtain of technological wizardry, they say, and you're left with an experience that's only superficially changed from the one its creator laid down over 20 years ago. While the worlds and characters that inhabit them change from Final Fantasy to Final Fantasy, the rest stands resolute; everything changes, it all stays the same.
While there are kernels of truth to this scoffing, its greater falsehoods are made plain when comparing Final Fantasy XIII, Japan's great, white RPG hope for the PlayStation 3 (and, later this year, Xbox 360), to its immediate predecessor. Chalk and cheese, the two games have an almost diametrically opposed approach.
Final Fantasy XII was a bold pushing of the genre's boundaries, combining a deep and innovative MMO-esque tactical battle system with liberating freedom to explore its rich, European-influenced towns and cities. By contrast, the first five hours of Final Fantasy XIII take the form of a fiercely linear walk, one interrupted by frequent, usually unavoidable battles, even more frequent cut-scenes, and not a single town or city to explore.
There are familiar ideas and motifs, such as the Yoshitaka Amano artwork brandished across the start screen, the traditional blip sound effect as you scroll through the menus and the tiny Chocobo that lives in the hapless Satzu's afro (although curiously the fanfare that traditionally closes each successfully completed battle is gone).
These touchstones help tether the thirteenth mainline title in the series to its umbrella branding, but it's difficult to consider the wider choices the developer has made as anything but a retreat into JRPG conservatism after the bold creativity of the twelfth.

Hitting the L1 button allows you to use items in the field, such as sneak smoke that shrouds your character in a smoky veil, allowing you to pass enemies without being seen.
The first section of the game will be familiar to anyone who imported the Japanese Blu-ray release of CGI movie Advent Children, as, bar a few tweaks, it's identical to that bundled demo. Your experience traipsing across the narrow walkways surrounding the suspended underground city of Cocoon is entirely indicative of our experience over the first few hours of the game.
You walk in a straight line into the screen, marvelling at the environment around you that stretches off into an eerie distance. Depth-of-field trickery shifts your eye's focus from near to far objects of interest, the camera latching itself on to aircraft as they wheel and dive overhead.
Every 30 seconds or so you come to a save point, a treasure chest or a group of enemies, visible in the environment. There's rarely room to squeeze past them without being seen and as soon as you touch them or they touch you the screen dissolves into a battle, separate from the main environment and also a part of it.
Then there's a cut-scene. These narrative interludes have always broken up the Final Fantasy experience, but their frequency in FFXIII is like never before. Square-Enix uses these moments to show off the White Engine, with extreme close-ups celebrating every strand of Lightning's hair and breakaway wide-angle shots giving a sense of space and geography to the world immediately around you.
The frequency of cut-scenes might lead one to expect the drama to move quickly, but in reality the first few hours of the game are curiously devoid of spectacle. Compare the same section of game to that in Final Fantasy VII, with its train escapes, big-business terrorism and bombs, and Final Fantasy XIII's trudge along suspension bridges, implausibly futuristic hallways and ice caverns is curiously devoid of events.
The removal of towns contributes to this feeling. In most JRPGs, towns and cities gave the illusion of non-linearity, providing pools of interactivity to splash about in between the long straight lines that link the rest of the game's drama. It's here, after a big boss fight or a lengthy traversal of a hostile area, that your team could rest and recuperate, away from the threat of yet more battles, free to talk to the town's inhabitants, gather more background information (albeit much of it superfluous) and upgrade equipment in the clearly delineated shops.
By removing these safe havens, Square-Enix no doubt intends for the pace of the experience to be maintained, with no downtime away from the rollercoaster ride of the adventure. As such, equipment is now bought via a menu option at every save point, a trimming away of the JRPG metaphor that may bring with it efficiency but that nevertheless loses something of the sense of journey.
Losing such a core construction in the JRPG framework could be seen as a bold and daring move, one that frees up the developer to try new ideas and approaches. But in reality it's not been replaced by anything significant, the full emphasis on the actual business of play hoisted onto the shoulders of the battle, and character development system, known as the Crystarium.
The battle system is slow to reveal its charms. For the first few hours you'll be hammering the X button without much need for tactical consideration. You control just one member of your party, issuing standard attack moves, special moves or items, and receiving a star rating for your performance in each fight, based on the time you took to finish the enemy off.
It's not until a few hours in, when the game reveals the Optima Change system that allows you to set the AI behaviour of your team-mates (albeit in a simplified manner compared to the gambits in Final Fantasy XII), that you start to earn anything other than gil for your performance in battles, with the level-up economy frozen until this point.

Lightning and Satzh represent the two sides of the player persona, the former the dashing heroine of our fantasies, the latter the hapless reality of what it would be like to tail such a superhuman.
After this the potential richness of the battle system (designed by Toshiro Tsuchida, the architect of the system used in Final Fantasy X) becomes apparent, with time used as currency for moves, and the Optima Change system allowing you to set jobs and roles for your team-mates, and even change them on the fly in battle.
Once you're given access to the Crystarium you are free to develop your characters by spending the points you've accrued through battles to purchase new abilities, upgrade health points and so on. There appears to be little scope for personal expression here: you simply pick one of the two or three new abilities next on offer in the character development tree until your points are gone. So while the set-up feels like an amalgam of previous Final Fantasy battle systems, it's still hard to say just how successful the hotch-potch design has been over the long haul.
After our first five hours with the Japanese version of Final Fantasy XIII, it's still hard to say how successful the game's skew-whiff approach has been in general. For players who saw Yasumi Matsuno's Final Fantasy XII as a creative and interesting exploration of how the aged JRPG format could shift into something contemporary and fresh, the thirteenth game seems sure to be a crushing disappointment. In many ways it emphasises those elements that so many Western gamers hate about the genre (viewed ungenerously, you could say that Square-Enix has spent a million dollars in clothing Sophie Houlden's 'The Linear RPG' in fancy graphics and orchestras).
But for those players who felt disorientated by the twelfth game's bold approach (and that pretty much includes all of Japan, who disliked the game's diversions from the JRPG hymn sheet), Final Fantasy XIII's withdrawal into tradition will be most welcome. Whether that makes for a good videogame or not, still remains to be seen.
Final Fantasy XIII is out now in Japan on PS3. It comes out in Europe and North America for PS3 and Xbox 360 on 9th March.
You may also like...
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Sony admits "dropping the ball" with Demon's Souls
-
Grand Slam Tennis 2 Review
-
Skyrim patch 1.4 performance tip: make a new manual save
-
One Piece: Unlimited Cruise SP Review
-
Who Killed Rare?
-
App of the Day: Superman
-
Next Xbox has tablet-like touch-screen controller - rumour
-
Gotham City Impostors Review
-
Mass Effect 3 FemShep trailer debuts
-
Valve admits hackers accessed Steam transaction log
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
Sony: The Last Guardian is making "slow progress"
-
Double Fine Adventure passes Day of the Tentacle budget
-
Blizzard legally opposes Valve's Dota trademark application
-
Skyrim patch 1.4 now live for Xbox 360
-
Kingdoms of Amalur: Reckoning Review
-
EA announces starry Syndicate voice cast
-
The Darkness 2 Review
-
David Braben discusses consumer Raspberry Pi release
-
Sony confirms LittleBigPlanet Karting development
-
Namco Bandai to publish new Star Trek title
-
Amnesia: The Dark Descent follow-up teased
-
Cheapest places to buy Kingdoms of Amalur: Reckoning









Comments (140) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
The first 10 hours are pretty much always boring in a final fantasy game. Its so difficult to tell...
Comment below viewing threshold Show
Comment below viewing threshold Show
And how can you say FFXII had European-influenced towns and cities? It seemed a lot more middle-eastern to me! Have you even been to Rabanstre?
Comment below viewing threshold Show
It should be that the focus in on your party, and their relation to the world they're exploring, and how they then react to situations. Your cat's lost up a tree, miss? Call the local fire dept.! I can buy potions from the shop using funds astoundingly dislodged with regular occurence from a dead foe's innards, just as easily
Comment below viewing threshold Show
Comment below viewing threshold Show
Which should ensure it has great sales, I suppose...
Comment below viewing threshold Show
Plus, it was always nice for a change of pace especially after a boss battle.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Unfortunately for me those towns are one of the things that makes an RPG an RPG, though it suggests that you do still get to go around chatting to NPCs. When I think of FFXII the thing that springs to mind first is the 2 huge ciites.
If they aren't careful they will erode everything that makes a decent RPG.
Comment below viewing threshold Show
Also, I don't like the closing paragraph, implying people coulndn't keep up with the change FFXII made, as opposed to not liking it for some other legitimate reason. I didn't find it disorientating - I found it boring.
Bold it was though, and it's disappointing not to see FFXIII at least trying something else.
Comment below viewing threshold Show
Comment below viewing threshold Show
So disappointed when I heard this a while ago.
The article only states there are no towns in the first 5 hours yes, but I'm pretty sure there's a preview on Kotaku where they played 25 hours, and still no towns - so if that's true i'd hazard a guess there's no towns at all.
Really, Square, what the hell was wrong with the 7/8/9 world map style? 10 was ok but that was borderline, and this seems even more of a step past 10 (as far as linearity goes) - totally baffling tbh. I totally agree with the guy that said towns etc are part of what makes an RPG an RPG - all you have without them is an action game with very nice cut-scenes, stats and levels.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Personally, I like what Squenix appear to have done with FFXIII. It sounds like a return to form for the series, and with a stronger emphasis on a smarter, more deliberately paced battle system which I loved so much about earlier incarnations. Its easy to bemoan that FFXIII is returning to JRPG traditions, but there are very few traditional JRPGs around. The likes of Star Ocean: Last Hope, Infinite Undiscovery and Tales of Vesperia are quite different from the 'norm'. Blue Dragon and Lost Odyssey are the only traditional-playing JRPGs to come around for current gen consoles, and both of those are by the creator of Final Fantasy. I don't find it hard to understand why he left Squenix and went his ownway.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Bring it on!
Comment below viewing threshold Show
Roll on March...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
EDIT: To make my point a little clearer, I thought that the transition to a futuristic style would make me enjoy this one much more than FFXII, but it seems as though every other aspect has taken a step backwards. As much as I detest Vaan, at least Rabanastre and the other cities were well made. The world is going to feel quite a bit more lifeless this time around.
Comment below viewing threshold Show
Well the game would work, as in it would be playable from beginning to end, but I can't grasp how an RPG with no towns wouldn't be tear inducingly boring. To be honest I don't actually believe it and expect the article is being a little misleading.
Comment below viewing threshold Show
This preview sounds worrying, but I've never played a FF game I thought to be rubbish, so I will have to see for myself.
I'm not too worried about so little action at the start, I'm sure they're saving it for later on.
Comment below viewing threshold Show
You have to follow a corridor with no towns or exploration for about 20 hours of play, then you arrive in a big open space where you can explore and hunt creatures (and do a lot of sub-missions), then to continue the story it becomes linear again.
If my memory is ok, there are no towns at all in this FF.
So the reviewers said this is negative and disappointing, but the fight system is good, the graphics and musics are great…
I guess a lot of people will be disapppointed, but I loved FFXII and the new things in it (no random fight, having to tune your Gambits for the best efficiency…) so I'm still interested.
I think it's great from Square to try something new instead of doing the same thing again & again. But sometimes it fails.
Comment below viewing threshold Show
If you want the nutshell version of the article, the twitter says:
"Here are my thoughts on the first few hours of FFXIII: http://bit.ly/4TtBTK May contain poorly-concealed crushing disappointment."
All down to what you want from the game in the first place though.
Comment below viewing threshold Show
Comment below viewing threshold Show
Bear in mind, this article is on impressions 5 hrs in, could open up a little further into the game. If FFXIII has anything like the Mark hunting sidequests in FFXII, then I'll be happy.
Comment below viewing threshold Show
Combat (in this case it looks particularly animated and overt), and all the other elements that don't need to occur in towns. In an RPG, whose story is being told? Where is the focus, and where should it be? That's why I reach the opinion I have atm.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I find most FF rather boring/seen it done it in previous FF games, and now after playing rpg's: Fable, Mass Effect, Oblivion, Demon's Souls, Chronicles Valkyrie, Dragons Origin..etc etc. FF XIII seems rather the same associated with many Jrpg's... A friend of mine in Japan said FF XIII is more of the same, though the graphics are nice - they are very static and corridor/box like. It hasn't really pushed the boat out in rpg's- just polished the very static graphics and FMV.
If wanting more freedom and expecting a vast open adventure - this will be a sort of let down.
If into Jrpg's this will be more or less the same as previous FF/ Jrpg's games. If it did not have the FF franchise name; it would have scored slightly less as most FF fans know what to expect from FF games - the usual same stuff!
Nowgamer.com for review!
Comment below viewing threshold Show
Hey, that's me! But from my experience, I'm strongly in the minority. From what I'm hearing, the game opens up, first the combat, but then especially after about 30 hours the game really opens up completely ... from what I'm hearing anyway. I haven't played a Final Fantasy yet beyond the first disc, so I'm not a good judge for these things. I got stuck in Final Fantasy XII because I didn't know about grinding, and I've played almost all of them since FFVII ... doh!
Comment below viewing threshold Show
You have to follow a corridor with no towns or exploration for about 20 hours of play, then you arrive in a big open space where you can explore and hunt creatures (and do a lot of sub-missions), then to continue the story it becomes linear again.
If my memory is ok, there are no towns at all in this FF."
Really? I'll still buy this, but just wow - SE have really ****ed this one up to a large degree if this is true.
Yes, I know I haven't played it, but if it does follow that general template, sounds so boring.
Comment below viewing threshold Show
I loved FFXII, and was expecting this to be an improvement on that game's already considerable achievements. But no.
Thanks, Square.
Comment below viewing threshold Show
Another thing of slight concern is that SP played the game for apparently longer than some other titles actually last and still didn't know if it was any good.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Even Cloud from the epic FFVII is a bit half-and-half...
Comment below viewing threshold Show
Im about 25h into the game and up to this point I have not been able to choose anything but the main story line. The game, this far, is _extremly_ linear.
Also there are probably more FMV in this than MGS4. The game basicly goes as following: Trash mobs, save point, story, boss, story, new area, trash mobs, save point, story, boss, story..repeat.
On the plus side, the storytelling is great. The story itself feels alitte meh still thou. The characters by themselves are not bad, but what really stands out are the bonds that they create between each other. You can see and feel how they come closer to each other, ie no random kissing scenes or shit coming out of the blue as often is the case with games.
The battle system is slick and super fast. Often it feels like all you do is pressing Circle and L1, but in boss fights is shines and shows its true potential.
I still dont know if I hate it or love it. But what I do know is that its really addictive. If the game "opens up" in the second half I think ill like it much more. If it doesnt, Im afraid it will feel like a "slow opening", with nothing to come after it. As if the whole of FF7 would be set in Midgar. Just worse.
This far it feels like a strong 8/10ish. (All other FFs have been 10/10 or close to for me.)
Oh, and you have never ever played an JRPG anything like this. For better and worse.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
This was written by someone who dislikes jrpgs, reviews should be written by fans of the genre not by the guy who has the most free time.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
"There are towns, this guy only played the first couple hours. 12 started with a linear mission too, you were Vaans older brother and you were forced into every situation to teach you how to play."
As I said, have played more than 25h and the whole game, up to this point, is exactly like the beginning of FF12. But with even less freedom. I love JRPGs, and (sadly) this is how FF13 is.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
FF has never really been about non linear rpg elements, it is essential one long interactive story, and it almost entirely rests on the strength of its characters, plot and presentation, IMHO.
Comment below viewing threshold Show
Comment below viewing threshold Show
It's a design choice. They created the game with this in mind, they made it linear to suit around the story and characters. If people are still going to moan about Final Fantasy XIII because of its linearity and lack of traditions such as Overworld Map and Shit, then wait for Final Fantasy Versus XIII. Nomura has promised the game to be more closer to the old games with Overworld and Dungeons. If you treat it as a spin-off and consider it "Not a proper FF game", then you're ignorant and will keep moaning about FF not being non-linear.
Otherwise, FFXIII is a different type of experience.
Comment below viewing threshold Show
For the record i'm a...
II (US) - Yes!
III (US) - Yes!
VII - Double Yes YES! (No surprise there)
VIII - Err, no.
X - Skipped it. Disillusioned after VIII (and got a job/life)
X-2 - Skipped it. (Job/life was evolving)
XII - Yes! (Worked out job/life sucked)
Thinking I'm probably a XIII No.
Comment below viewing threshold Show
FF13 is definitly a new experince. And I like that they try new things. FF8 is probably my favorite FF to date. But does those changes make FF13 a great game? Not really.
Myself im not really dissapointed with how the game works, but more the overall quality.
Comment below viewing threshold Show
For this? A week? But here i go again. Now where was my wheelchair and catheder.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
FFXIII sounds like shit though. That "hands on" has just turned me off almost completely.
Comment below viewing threshold Show
You skipped FF X? You missed a real treat there.
Barbie's Magic Wardrobe - I mean FF X-2 - was pretty dire though, so no loss there.
Comment below viewing threshold Show
Comment below viewing threshold Show
But the fact I played the first 2 on my imported US SNES (65 quid with Mario World - 3 weeks worth of Saturday job toil) when I was 13 mean they all just shout 'nostalgia' so I love them.
Comment below viewing threshold Show
Comment below viewing threshold Show
SPOILERS
I think I just came to the "second part" of FF13. Lets see if things gets better from here..
Comment below viewing threshold Show
Comment below viewing threshold Show
After our first five hours with the Japanese version of Final Fantasy XIII, it's still hard to say how successful the game's skew-whiff approach has been in general."
Hmmm, sorry to be pedantic, but not so great Mr. Parkin.
Quezacotl.
Comment below viewing threshold Show
Comment below viewing threshold Show
It's also about as un-JRPG like as it can be without being an entirely different genre, yet people still insist on the tired old argument of "all JRPGs are the same lol". There are no towns, no experience points, no levels, no MP, no world map... the jobs are new (jammer, blaster, etc), the battle system is a breath of fresh air in all respects, there are only two stats (physical attack & magical attack), the setting is non-traditional, the plotting is non-traditional, the music is non-traditional... need I go on? Anyone who thinks that FF13 is just like every other JRPG clearly does not play many JRPGs. It has a passing resemblance to previous Final Fantasies. That's it. It is nothing like Atelier Iris, Ar Tonelico, Persona, Nocturne, Digital Devil Saga, Shadow Hearts, Mana Khemia, Star Ocean, Eternal Sonata, Cross Edge, etc.
I don't understand what JRPGs need to do in order to avoid these ceaseless accusations of "stagnation"... other than be a WRPG of course
...and 5 hours is really nothing. You don't even get to customise weapons or use summons until 7-8 hours in. Remember how slowly FFX started?
Comment below viewing threshold Show
If I have to fanny around in one more tedious sandbox, I might just give up this blasted hobby.
Comment below viewing threshold Show
"There are no towns, no experience points, no levels, no MP, no world map..."
Just shoot me now.
Comment below viewing threshold Show
When I first saw the first Japanese trailer with a little bit aof dialogue and drama I was quite curious but it turned out they were spouting the same shit as Naruto, Bleach and any other such show.
Comment below viewing threshold Show
"I think I just came to the "second part" of FF13. Lets see if things gets better from here.."
I'm hanging on your every word!
Comment below viewing threshold Show
When u plays a game you should know you loves it, so I think uncertainities perhaps rest on definition of game playing and viewing an interesting story-led fmv. MSG4 was mentioned so I m thinking if we ignore expectations for deep or complex game with massive world, instead but an entertaining linear combat oriented game with lovely visual flaira in game and story. Then perhaps we ll enjoy FFXIII more?
Coming to a game with different expectation can be dissapointing but now I'm still keen to get this and not expecting similar to previous FF.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
If you're 25h in and only halfway through....Jesus! That's your money for you already! Dead Space was only around 6 hours, the most linear game I've ever played and I loved it. I won't listen to any previews or even reviews on this game.
The FF series has such a legacy and such a following, the expectation is so high that its impossible for it to live up to everything. I feel sorry for Squenix, they've got a hell of a lot of boot space to fill.
I'm sure it will amaze most and disappoint a few, as these huge releases inevitably do.
So long as I'm taken on a journey that's well scripted and looks awesome, I'll forgive almost anything.
I repeat - almost anything...
Comment below viewing threshold Show
Can I just say I loved FFVIII? I loved the story but the whole distribute magic sucked a little.
IV - Yes (DS reboot. Hard but great.)
VII - Yes (Obviously! Played it recently though and thought, 'meh'. Weird.)
VIII - Yes
IX - A hesitant Yes.
X - Yes. Awesome.
X-2 - Oh, god no. Did get all the way through it though.
XI - Bored after a week.
XII - Yes
XIII - We will see........
Comment below viewing threshold Show
But I absolutely loved every Final Fantasy game from VI to X (and even liked X-2 more than XII) so in a sense, reading that FFXIII is a return to JRPG tradition seems like a good thing.
But then all the things they've stripped away from it... no towns? Reaching a new settlement after trawling the world map was always a highlight of the PS1 era game, but then I suppose there's no world map either. To be fair I'd be happy with something like FFX's approach - linear but with the illusion of exploration within each subsequent zone. Presumably even though there is One True Path to follow, there are still hidden chests and secrets to uncover off the beaten track?
Combat - only controlling one character? In my opinion, this was actually FFXII's biggest failing. Gambits were a clever idea, but they took so much of the fun of battling away from the player. The thing I like best about traditional JRPG battles is the tactical aspect of balancing your offensive, defensive and healing moves between your active party members and tailoring different characters to their particular strengths in these areas. Knowing when to heal and when to attack is all part of the strategy and fun of fighting what is essentially just a menu driven experience. Take that away and honestly, what's left?
At least the levelling system, which sounds like FFX's Sphere Grid should be okay (as long as it isn't too prescriptive how you level up). FFXII's Licence board was rubbish, partly because you could never see the whole picture of where certain upgrades might lead you to, but mostly because you'd find a great weapon and then not be able to use it because you needed a fecking licence... hateful game.
But the thing that gets me the most about this sort of "progression" in the JRPG genre is that it's so unnecessary. Last year I bought the Chrono Trigger remake for the DS and honestly, it's the single most perfect example of what a JRPG should be. All Square needs to do is put that formula - the battling, the levelling, the towns, the world map, the exploration, the secrets, decent characters and story - into their next gen engine and they'd have a winning game.
Comment below viewing threshold Show
Oh I totally forgot about IX....Chocobo husbandry!
Didn't finish that one either.....
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
FFVII - Was awesome as a 14 year old.
FFVIII - Was great
FFIX - I appreciated the comedy and the new comic style.
FFX - Emo crap, a GCSE story told in shitty 3D engine. Battle system was ok.
FFXII - Way overhyped, was really disappointed after reading some positive reviews. Story was same old and any new elements were just plain boring.
I've always considered myself a fan, but I think adults have simply outgrown the childish story telling; it's the same for every game, redressed (sometimes).
Comment below viewing threshold Show
Five hours is no time at all to gain any meaningful overall impression of a Final Fantasy game; gameplay changes dramatically from beginning to end. Simon Parkin may also have forgotten that the introductory hours of Final Fantasy 12 also "took the form of a fiercely linear walk, one interrupted by frequent, usually unavoidable battles, even more frequent cut-scenes, and not a single town or city to explore" (Nalbina Fortress, for anyone else still wondering).
Comment below viewing threshold Show
Honestly it's been quite a while since I enjoyed a FF game. IX was pretty good and X was good (but nothing spectacular, although I liked some of the characters). XII was a crushing disappointment and easily the worst FF game I've played. That game was a bit controversial amongst fans I've noticed since people tend to either absolutely love it or absolutely hate it.
But I'm still going to go and see how FF XIII turns out exactly, but so far I'm not impressed....
Comment below viewing threshold Show
The game has a level of polish that most other games could only dream of, but it doesnt really do all the things that you expect an FF game to do.
Edit: And dont blame Simon Parkin for how the game has turned out. Even if he only played 5h, the Hands-on is pretty spot on. The "slow start" doesnt really end it seems.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It was rather disconcerting. I kept waiting for the game to tell me who is my tank and who is my black mage and didn't really get that in this Final Fantasy i could decide that for myself. It just felt.... weird... but also cool.
Unfortunately i never got that far. Tidus was a bit annoying but at least he had a purpose to the plot. I just don't get why Vaan was even in FF12 let alone the main character?! Him and Penelo were very dull and tbf most of the characters were quite annoying. The whole cast just seemed to be a poor version of the characters of star wars. In the end i stopped playing because the game failed to grab me. I played close to 20 hours, kept waiting for the plot to get interesting and it never did.
So with this... devolution of FF13 to a more traditional JRPG style i'm kinda torn. I liked what they did with FF12 in theory but it definitely didn't feel like a final fantasy. But then that isn't really a valid argument. It's the same thing that annoys me about Zelda... i love the games but they need to change. Look at Windwaker. It wasn't a massive change but it shook things up a bit. And everyone freaked out. Then we get Twilight Princess which was fun but essentially just a graphical enhancement of Ocarina of Time....a devolution.
FF12 is definitely on my "must complete" list. I really should take me old ps2 to uni and finish all the games i never got to......but thats a different matter althogether
Comment below viewing threshold Show
It was rather disconcerting. I kept waiting for the game to tell me who is my tank and who is my black mage and didn't really get that in this Final Fantasy i could decide that for myself. It just felt.... weird... but also cool.
Unfortunately i never got that far. Tidus was a bit annoying but at least he had a purpose to the plot. I just don't get why Vaan was even in FF12 let alone the main character?! Him and Penelo were very dull and tbf most of the characters were quite annoying. The whole cast just seemed to be a poor version of the characters of star wars. In the end i stopped playing because the game failed to grab me. I played close to 20 hours, kept waiting for the plot to get interesting and it never did.
So with this... devolution of FF13 to a more traditional JRPG style i'm kinda torn. I liked what they did with FF12 in theory but it definitely didn't feel like a final fantasy. But then that isn't really a valid argument. It's the same thing that annoys me about Zelda... i love the games but they need to change. Look at Windwaker. It wasn't a massive change but it shook things up a bit. And everyone freaked out. Then we get Twilight Princess which was fun but essentially just a graphical enhancement of Ocarina of Time....a devolution.
FF12 is definitely on my "must complete" list. I really should take me old ps2 to uni and finish all the games i never got to......but thats a different matter althogether
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I actually liked CC on PSP but at the same time yearned for classic FF gameplay. Can someone with hands on exp. tell me what we are dealing with here?
Comment below viewing threshold Show
Comment below viewing threshold Show
ff1. good
ff2. bad
ff3. good
ff4. good
ff5. bad
ff6. good
ff7. good
ff8. bad
ff9. good
ffx. bad
ffxi. good
ffxii. good
ffxiii. bad
i won't reserve my judgement. this game won't be bought by me.
Comment below viewing threshold Show
Carry on.
Comment below viewing threshold Show
FF13 is ot dumbed down, I dont think thats the right word to use. But swap out the battle system with that of an FPS and youll probably have something close to what FF 15-16-17 will look like, if this streamlining continues.
As I said in an earlier post, I dont mind SquareEnix trying new things in a stalmited genre but id like them to put in as much new stuff as they take away the old. And thats not really the case in FF13.
Comment below viewing threshold Show
Comment below viewing threshold Show
Such a shame FFXIII sounds like a step back.
Comment below viewing threshold Show
That's one way of looking at it. Another way of looking at traditional FF battles would be to say that all you do is mindlessly attack until your health is low (usually only happens in boss fights), at which point you use a healing spell, then rinse & repeat. The gambit system in FF12 was indeed awful but FF13 takes a different approach. The emphasis is on macrostrategy, yes, but most of all it's about thinking on your feet. You can't pause the action, and the two ATB speed settings are effectively "fast" and "faster". You can be wiped out in a matter of seconds if you aren't careful enough. This makes even the most mundane encounters exciting (the absence of MP and the full HP restore after each battle make the game HARDER because it means that (1) enemies can deal more damage and (2) enemies can be stronger because you can use your full array of abilites each battle). Add in the guard break system, optima system and speed-based rewards and it soon becomes clear that this is the best battle system in the series so far. In each battle there's always the dilemma of playing it safe vs. going all out for the bigger reward. No other game in the series has this, or even anything close to this. They've tried something new and they've succeeded. Let's give them the credit they deserve.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Of course, but the idea that FF13 is a conservative retreat into tired old JRPG tradition is nonsense. Like I said in my earlier post, it really couldn't be any less like a traditional JRPG. Yes, it's linear, but linearity a characteristic of the genre. If you don't want a linear game, don't play a JRPG. Uncharted 2 also "takes the form of a fiercely linear walk, one interrupted by frequent, usually unavoidable battles [and] even more frequent cut-scenes", yet it scored 10/10 at was awarded game of the year.
I've always found it wonderfully ironic that the most traditional JRPGs always end up with the highest review scores (Dark Chronicle, Dragon Quest 8, Final Fantasy 10, Skies of Arcadia) whereas the most experimental ones always end up with the lowest review scores (Unlimited SaGa, Baroque, Ephemeral Fantasia, Cross Edge). It's like they're damned if they do and they're damned if they don't.
Comment below viewing threshold Show
If they had, it probably wouldn't have been finished before PS4 arrived...
I liked FF XII's battle engine, world, etc. But the story was a bit boring and not suitable for the way I play games (occasionally a lot and then not for several weeks which can mean pauses of months between FF play sessions). When I also lost my save file 20+ hours in, I couldn't be bothered to start over.
Comment below viewing threshold Show
This is so true.
"The emphasis is on macrostrategy, yes, but most of all it's about thinking on your feet. You can't pause the action, and the two ATB speed settings are effectively "fast" and "faster". You can be wiped out in a matter of seconds if you aren't careful enough. This makes even the most mundane encounters exciting"
And this not true at all. Up until where I am now theres only been a handful of fights where you really need to be on your toes. Those fights are indeed really fun and challenging, but mostly your just pressing CIRCLE until the battle ends. The game is great while eating or reading the internet.
I agree that the combat is SUPER FAST, it really is. But that doesnt automaticly make it good and/or fun, except in those rare cases where you really have to pay attention.
(No Im not over levled. In fact, its impossible to over level for the first 20-25hours of the game.)
Comment below viewing threshold Show
FFvsXIII...
Comment below viewing threshold Show
FIII is more of the same, has beautiful graphics - but are very static and not interactive; with most areas more like corridors/box rooms. FFIII seems to stick with it's roots which have become stale.
To much cost not enough substance... like Hollywood's 2012 movie!
Comment below viewing threshold Show
Don't expect Versus to be a traditional FF either. Its going to be dark, which is nice, but from what I understand it is going to be action style (perhaps like Crisis Core) and Nomura is hoping it is going to play like the battles from Advent Children looked.
Plus pressing Circle until winning. Well, effectively you can belt through FF7, FF8, Crisis Core in that kind of fashion too. The old physical attack until win thing has proved quite effective in Final Fantasy games to date.
Comment below viewing threshold Show
I know, I know, everyone loves it, I'm sorry, I just found it awful. I grabbed it off Steam to give it a second chance but it goes BARMY on bootup. Need some patch action here I think.
Comment below viewing threshold Show
Your logic works perfectly for games like FF12, where there was an awesome game beneth a layer of stuff that some people couldnt come to terms with becouse they didnt like the changes. But with FF13 it doesnt really work like that. Its a good game, but its a weak Final Fantasy.
Honestly, has it got any really good scores yet? (Obviously not counting Famitsu 39/40)
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Zen Games (Jap) 7/10
Famutsi 39/40 (thoughg they have a controversy of money ploughed into advertising by game companies to favour ratings!)
Comment below viewing threshold Show
Well, Final Fantasy has always been easier than most. "Pressing circle until the battle ends" could be said to characterise every game in the series since FF7 (at least), as well as most JRPGs in general. Not to mention that most games these days could be characterised as a series of straightforward enemy encounters interspersed with fairly challenging boss fights, a model which FF13 sticks closely to. It would certainly be nice if each battle felt like a small war, but a focus on difficulty is not something I expect from a mainstream RPG series, or in fact any mainstream series.
I said that the new battle system makes mundane encounters more exciting, and I stand by that, because even when it's easy, you still have the time bonus (or lack thereof) to think about. Plus everything is so fluid and mechanically perfect, and load times are virtually non-existent (certainly a far cry from FF12 with its "umm, hang on a sec" spells, or FF9 with its appalling battle frame rate). To me, battles never feel like an inconvenience, and I can't say that about many other games in the genre.
Also, thanks for mentioning another great feature which I'd forgotten about: the controlled levelling. I'm sick of people moaning about how you always need to "grind" in JRPGs (you really don't), so FF13 should at least show some of those people that you don't have to be massively overpowered in order to beat JRPG boss fights.
Comment below viewing threshold Show
With XIII, can you only level as much as the game lets you? I'm guessing this makes the difficulty and challenge from the game much more controllable. I read that this was the most difficult FF to date, which is nice to hear. The only hard one I've played (7 onwards) has been 9 I would say.
Comment below viewing threshold Show
Realised 40ish hours in that I was more or less finished the game (Bahamut is more or less the end right?) and I didn't know, care about or like any of the characters (Fran was kind of cool I suppose). Haven't played it since
It was just badly paced imo. You'd get a 1 minute long cutscene after spending 5 hours grinding through a dungeon, then you'd be right back to grinding through another 5 hour long dungeon.
Also I played the last 10 or so hours with my foot while reading a book which just doesn't strike me as an improvement. Still the battle system didn't particularly bother me. I don't think its ever been the driving force behind me liking these games.
If it has decent characters and a reasonably involving storyline, I'll enjoy it.
Comment below viewing threshold Show
What do you think about the story/characters? I think Hope is the strongest one this far.
Comment below viewing threshold Show
There is no "levels" in FF13. Instead you have Crystallium Points that you spend on a sphere grid. But you need Crystallium levels to open up new areas of the sphere grid, and you do that by progressing the story.
It all feels very "controlled" but I guess its good for the difficulty of the game. It just takes something away from the feeling of developing your characters imo.
(It opens up alitte more further into the game(20h+), but not by much.)
The game has not really striked me as "hard" this far. Ive died on 3-4 bosses, and there is one quite tricky encounter quite early. But overall it feels as it usually does.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It's really painful to me how JRPGs are always characterized like this. These days it might be mostly true, but it didn't used to be so, despite what some might want to believe. The long straight lines thing is something that I feel was only really popularized around the time of the practically on-rails FFX, which is the one thing I absolutely loathe that awful game for. Single-screen towns with a front and back exit - hilarious.
Prior to that (FF1-9), you were always kind of directed, sure, but within a much wider path containing all sorts of optional adventures, places and treasures left and right as a reward for venturing off the trail into the unknown. Also you were always in view of the bigger world map that you were meandering through, and with each transportation upgrade it would open up a bit more for you to explore quite freely (up until the final one, the airship - god I miss those. Bring them back! And no, the glorified warp points that FFX and XII call airships do not count).
The fools who would call this pre-FFX form "linear" might as well tell you every game is linear and every interaction is useless because you get to the same end credits.
So yeah. XIII sounds more like X than XII then. Even worse. Might be the first ever singleplayer FF I won't even begin to bother with.
How about that Versus XIII?
Comment below viewing threshold Show
Second: FFXIII HAS TOWS WITH A LOT OF NPCs, TOWS LIKE Eden, Bowdan, Nautilus and PalumPolom...
Mateus Prado http://www.ga mesreflexoes.blogspot.com
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
'For players who saw Yasumi Matsuno's Final Fantasy XII as a creative and interesting exploration of how the aged JRPG format could shift into something contemporary and fresh, the thirteenth game seems sure to be a crushing disappointment.'
Shame really. I loved FF6 back in the day, but I can't stand random encounters and linear gameplay anymore, I found FF10 to be utterly boring and FF12 was refreshingly excellent.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
So I will love this
Comment below viewing threshold Show
This preview doesn't read too well in my opinion.
Still, it's unlikely Square would release a duffer, ( well, with the possible exception of a few RPGs on PS2 )
so collectors edition game and hardback strat guide will be ordered from Amazon ( £69.97 for the pair ).
I hope this game gets good after the first 5 hours !