Final Fantasy XIII
Kitase and Toriyama on the Western reaction and going multiformat.
There's no launch quite like a Final Fantasy launch, and there's been no Final Fantasy launch quite like this one. The first ever multi-platform entry in the main series, the thirteenth game is also the first in this generation of hardware, arriving rather late after an epic development that, at its peak, involved a staff of 300 people.
Follow that long wait with a relatively short delay before its release in the West - it arrives simultaneously in the US and Europe on 9th March, less than three months after its Japanese debut - and you end up with a huge game surfing a tidal wave of hype to our shores.
There's just one problem. The Western media has so far given the Japanese version of the game a lukewarm reception, with middling reviews and cautious previews like our own Simon Parkin's.
"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," he wrote, noting the strict linearity and slow development of the early stages of the game, the lack of towns or a sense of exploration, and the "hotch-potch design" of the battle system.
Unsurprisingly, it's not a view shared by the game's creators. "As you may know," says game director Motomu Toriyama, in London to promote the launch, "this game comprises two worlds, one is Cocoon which is a futuristic city, and the other is Pulse on the ground, which is a more primitive world where there are really dinosaur-like monsters hovering around.
"When you are still in Cocoon the gameplay is still quite story-driven, and our intention is, by doing so, we allow the players to learn the basic operation of the game and to discover the basic story, the basic concept of the game. So it's a sort of intuitive stage in the game. Indeed, it's understandable some people might call it linear. That's where that comes from.

Alright, no need to bang on about it.
"But in the second half, once you get down to Pulse, it's quite free gameplay, it opens out. So if you like that particular game style, maybe you should be a little bit patient."
Producer Yoshinori Kitase, a Square legend who directed no less than Chrono Trigger and Final Fantasy VII, also urges gamers to take their time with Final Fantasy XIII and not to be put off by accusations of conservatism. "You mentioned linearity earlier - as Toriyama-san said, that's intended to draw new gamers into the story and allow them to learn how it works," he counters. "And also the battle scenes - when we, well not this team, but when the company produced XII, some people said OK, well it was very seamless but it wasn't all that spectacular, the wow factor was missing.
"We took that to heart. We thought we wanted to create something visually really impressive and something really exciting. So for example, in XIII as opposed to XII, you actually have to encounter the group of monsters to go into the battle. We would have thought that would appeal more to Western gamers than Japanese gamers. There are elements that we still hope will appeal greatly to Western RPG gamers."
At around the time of Final Fantasy XIII's Japanese launch, BioWare co-founder Greg Zeschuk made headlines when he noted that Japanese RPGs "kept delivering the same thing over and over" rather than innovating in the way that Western RPGs had - a stinging rebuke for a Japanese industry that used to rule the RPG overworld, but which has seen its dominance diminish while Western studios like Zeschuk's have accumulated the acclaim to which they were accustomed instead, most recently with the imperious Mass Effect 2.
The success of Western RPGs hasn't escaped Square Enix's attention, of course, as the studio itself goes through a globalising transition, absorbing Eidos' Western infrastructure. But while the FF titles aren't developed in a vacuum, Toriyama notes Western references from further afield.
"We did actually take a look at games like BioWare's, and Fallout as well," he says. "But rather than that, we took more inspiration from FPS games like Call of Duty and Halo. Those games seems to present a very real-time, tense atmosphere on the battlefield where the player gets involved in the fighting. That's the kind of thing that we looked at more intensely."
Not all fans wanted a follow-up to the bold and divisive XII, of course, and Square Enix must be used by now to the seesaw of approval in the Final Fantasy community from one title to the next (no-one ever likes two in a row, it seems, but one man's VII is always another man's VIII). One constant, however, is wholesale change to the battle system.
"It is the natural tradition in the Final Fantasy series that each numbered title should come up with a new battle system," Toriyama notes. "Therefore you may find the battle system in XIII very different from past titles - with the intention from us indeed that the battle system should be very enjoyable for action gamers as well.
"If you study the battle system of this game, you will understand that there is something called Paradigm Shift incorporated, which is a brand-new concept." Paradigm Shift allows you to switch the playable character between classes - such as Medic or Ravager, an offensive mage - on the fly during battle, which automatically changes the AI behaviour of your party members, too.
"Indeed, you basically operate the playing character only, but at the same time you will get the kind of feel as though you were, in a way, controlling all three members of the party. It's not just that you have to concentrate on one character - it's one main one and two others."
The biggest change, though, is the one that made the most headlines at E3 two years ago: the fact that Final Fantasy XIII is launching simultaneously on PS3 and Xbox 360 in the West.

Take that, Gorgonopsid!
"We actually had already designed the basic engine in a way that it would be able to comply with both consoles anyway, so we didn't experience any huge technical challenges," Kitase says when asked about the difficulties this presented the team.
"But the only difference is that obviously Blu-ray and DVD are different, so the Xbox version has three DVDs, so there's compression, and also the player will have to change the disc twice during gameplay." (You can read much more about this side of Final Fantasy XIII in Digital Foundry's detailed technical analysis.)
With reviews of the Western game embargoed until the day before release, it will be a few weeks before we find out whether Kitase and Toriyama's optimism about Final Fantasy XIII translates into critical acclaim to counter those muted early write-ups - we'll certainly be withholding our own judgement until we're much deeper into the game's world. But with the developers' boss Yoichi Wada on the record saying that the Final Fantasy XIII approach to production is increasingly anachronistic, it may signal the end of an era either way.
But that's the thing about this series. Born as a young Square faced bankruptcy in 1987, it was named by creator Hironobu Sakaguchi in recognition of the fact that it could well be his and the company's final game. Of course, it ended up saving the day and its title has taken on a tinge of irony. Nevertheless, despite its traditionalism, it has never lost that spirit of last-ditch reinvention; with every entry creating a new world and battle system from scratch, every Final Fantasy is necessarily the end of an era - and the beginning of one. There's no reason to think Final Fantasy XIII will be any different.
Final Fantasy XIII is due out for PS3 and Xbox 360 on 9th March.
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Comments (54) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Thanks for that... This sounds like a step backwards.
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Sorrrrrrryyyyy!
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They changed the wrong things!
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"We took that to heart. We thought we wanted to create something visually really impressive and something really exciting."
This sounds about right from what I've seen of both, so far. But, you know, I don't think embargoing reviews until the day before was the best call to have made. If there's skepticism already, from foreign impressions, do they really want to exacerbate that by denying critical opinion on the local version, until literally the last minute. I think it could cost them some sales.
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If by "free gameplay" you mean "green fields with a couple of branches and nothing but monsters to kill and kill quests to do", then yes, you can say that. But just because you can do that freely it doesn't mean that the game isn't linear. There's no actual subplot in the game, there's just the main quest and some silly monster hunts. If you want any MEAT, you need to play the main quest.
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What if you want gravy?
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But the reality of the situation is that western RPGs have been more progressive over the past few years. Western RPGs have been placing an increased emphasis on exploration and putting the player in the centre, attempting to give them at least a certain degree of freedom, rather than letting the game dictate the experience. Japanese RPG developers seem to be actually trying to tell a tale, giving the players a 'journey' of sorts - it's a completely different focus, and one that feels very 'behind the times' from a western perspective where they've used the improved hardware at their disposal to remove the 'shackles' that have traditionally had to tie people to set progression paths for technical reasons.
I like JRPGs, I really do, but I've found them quite hard going recently. After spending so long playing Bethesda and Bioware games, I've often found myself frustrated playing a JRPG, feeling rather restricted. The exception to this was The Last Remnant, which was actually quite open-ended (as much as a 'world map' could be) and I really enjoyed just exploring. I've only played the PC version though, I hear the 360 version is rather buggy.
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I love the FF13 battle system, but building a whole game on it is just stupid. I've spent 51 hours playing the game, and more than 40 of those went into battling monsters or running through fields finding the right monsters to battle. I had to spend at least 10 hours GRINDING so I wouldn't get my butt kicked in chapter 12 and 13.
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I'm sure I had a similar problem in FFXII. I seem to remember picking up an NPC that healed your party whenever they were down and almost out in a battle, this allowed you to punch well above your weight for at least 1/3 of the game. When that character left I suddenly found myself 10 levels below where I needed to be. Frustrating grinding your way back to get enough experience to continue the story in earnest.
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Oblivion, Fallout 3, Fable 2, Neverwinter Nights etc. bored me to death after a couple of hours because of how far astray you are led off of the main storyline, shortly after which all sense of progression is completely lost. Worse, when you set your mind to it and really plug away at the 'main quest, you see how short and uninvolving it is because of the time the devlopers spent creating countless, repetitive sidequests. Also, Western RPG sidequests will reward you only with a new weapon or a handful of experience, whereas JRPG sidequests offer an insight into the character's background and personality as well as the usual goodies. Interesting stuff like that is much more preferable to me than a bunch of cloned dungeons with a new hat at the end (understandable though, because WRPG characters have no depth to explore in the first place). Mass Effect is the exception for me, a Western RPG I could really get into and appreciate because of the time invested in creating an emotionally engaging story and characters.
Anyway, I'll just finish by saying that I'm glad FFXIII is sticking to a more conventional, linear plot approach with emphasis on creating a deep story when all these fusspots are busy pressuring them to turn the franchise into a bland WRPG cardboard fest *cough* I mean 'evolve'.
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At some point in the future, I'd love to see a Square/Bioware co-produce rpg, that would cater to all, and so Square can learn some new tricks they lack. Now that would be something to see and play.
Now, about Parasite Eve 3, again?
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Am I reading this wrong or is this statement absolute bollocks?
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Some of you might not need graphics and voices and all that to get through a video game, but I do. Otherwise I'll just go read a book that actually provides non stop story and a much better mental image than giant pixels, instead of a game that is full of fluff because the story is too short to fill up the time. I'll take the reviews with a grain of salt, see what my friends who play it think, and then decide if I buy 13 though. If it's like 12, no thanks.
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Spot on, whenever I play a JRPG, if there's an option to switch off voices then I use it immediately. Been playing a bit of FFVIII when it was released on PSN last week and I find it so much more immersive than FFX and FFXII.
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Also Tetsuo: if you're finding no character depth in WRPGs, you're playing the wrong ones. Bioware are particularly good at character; Bethesda however are not, their main forte is world building and sandbox gaming. But whatever floats your boat man.
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You know you're going to hate this game because of others opinions? Why not draw your own by playing it, then decide if you hate it...
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I'm curious as to why so many publishers are insisting on imposing a reviews embargo until so close to the release date. In the last couple of weeks we've had Dante's Inferno and Bioshock 2 reviews coming only hours before the game actually goes on sale. The cynic in me thinks that it's publishers trying to stop customers cancelling pre-orders in the event of unfavourable reviews but surely there must be more to it than this?
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i think going off others opinions is all he can base his judgements on. there wont be a demo we already know tht. and almost all previews suggest tht it dusnt have the magic of old. it'll probably still be a good game and sales will still go through the roof, but remember, theres a good reason why no FF game has managed to match the success of FF7. both in terms of quality and sales
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I have to say that any game that leads you to put in 51 hours of your time is doing more right than it is wrong.
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I agree with you there, sir. BioWare certainly are good at character building, but maybe a bit too good (for me at least) when it comes to the heavyweight scripture and ultra-intricate character stats of NWN.
That's why I love Mass Effect so much - it has all that minutiae-fiddling scope if you really want it, but BioWare were sensible enough to include an 'auto-level' function for blockheads like me. I just went straight for the 'original' Shepard face, soldier class and opted out of the squad levelling malarkey. I prefer to have all that stuff just thrown in my face so that it feels like I'm playing along a story.
That's not to say I don't understand the appeal of having all these things at your control, to bend and shape things to your will, but ultimately I think the development of story and character should be left to the people who are more capable than I (the game developers).
It's actually something I didn't like so much about FFX and FFXII (especially) - where you are responsible for deciding which jobs, weapons, magic etc. your characters learn, facilitated by the inclusion of the sphere grid/license board - so I'm hoping that FFXIII goes back to the basic 'this person is a black mage, this person is a white mage, this person is bi-curious' precedent from the older games.
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Bioware and Bethesda's take on the RPG format is the one that's in vogue right now, so they aren't going to get any favours from the press and the gaming "cool kids", meanwhile the fanboy FF purists are raining complaints over any deviation from a design template established in the SNES era (FF6)... It'd be nice if the game got judged on what it is, *not what is isn't*, but I really can't see it happening.
Meanwhile with Demon's Souls, eternal also-rans From Software have created the best and most progressive (while in many ways retro-styled) RPG of the generation to a fraction of the fanfare of any of the big boys outings.
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it doesn't have to be an offline MMO or an on rails RPG
i really didn't enjoy FF XII though, and am happy this is so different
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This game has really made me think about what exactly it is I like about RPGs.
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Actually that soundtrack might be reason enough for me to experience the game
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That's totally inappropriate behaviour, Chris
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So folks, anyone who moaned about ANY of FFXII has no right to complain about FFXIII - they've changed the whole thing just for you. Thanks for that... This sounds like a step backwards.
Final Fantasy XII was the worst FF I played since FF8 (not counting XI)
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I can't believe I'm genuinely thinking of spending £35 because I need a break from good writing in video games.
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Dead on Greybeard, this is the truth.
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I think he's referring to the way monsters appear on the field but it switches to a distinct battle mode when you make contact with them, rather than it all happening on the field as in FFXII.
I don't really get this whole "it's not ME2" criticism. There are more than enough western RPGs out there to enjoy without having to make Japanese RPGs the same. Variety is the spice of life is it not?
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I can't really comment on how it'll translate in the English version of the game, but from what I've played of the Japanese version Sazh actually comes across as more-or-less the most sympathetic character. The trailers do a very good job at making it seem like they've just stuck a random racial stereotype in there but he actually is genuinely likeable.
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Well, speaking personally, I don't want the game to be like ME2. But it did have a very high level of character development and emotion and it was very well written. Final Fantasy has always attemped to have serious mature storylines about love and emotion, etc, but usually fall very flat and come off as hackneyed, melodramatic and cheesy.
For example, I didn't find anything interesting or "deep" about the cut-scenes they've shown with characters like Snow and Sarah. Just eye rolling dribble that sounds like it was written for 14 year old fangirls.
I definitely don't think the FF games should play like Mass Effect, or follow the same sort of style at all. But in terms of dialogue and character development? They have a lot to learn.
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"We did actually take a look at games like BioWare's, and Fallout as well," he says. "But rather than that, we took more inspiration from FPS games like Call of Duty and Halo. Those games seems to present a very real-time, tense atmosphere on the battlefield where the player gets involved in the fighting. That's the kind of thing that we looked at more intensely."
So you looked at the battlefield intensely and did what? The fight sequences in FF13 are the same as all the other FF games so you've done sod all, the fight sequences are a chore and quite boring. You have done nothing to improve or make the fight sequences exciting. So why you've made a reference to those games is pointless as you've not taken anything from them and tried to improve your game.
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Are we all forgetting FFX was also a straight line romp through Spira, interspersed with story? Ok, you have the freedom to track back as you wish but what was that for? Blitzball and populating the Monster Arena? Running from one end of the game to the other without the cutscenes there actually take bog all time. FFXIII sounds like the natural evolution of FFX.
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True. But it also sounds rather 'meh'. Can't believe I'd ever think that of a FF game. They were the reason I started console gaming in the first place.
But after XII and playing Atlus/Nippon Ichi games I just can't get excited anymore about another grinding game with a drama story and pretty rendered cutscenes. For all their pixelation, at least Atlus' designs have character. That and Monster Hunter and Demon's Souls have shown to me that grinding your 'skills' is much more fun and rewarding than grinding your stats.
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I discard roughly 99% of the games released without having even touched them. Don't have the money or time to try them all properly.
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Then Chrono got abandoned after the excellent and innovative Chrono Cross, don't know what happened to Secret of Mana sequels - turned into some sort of farming sim?!? Secret of Evermore never got a sequel either, which was a shame as I liked it's fusion of East and West from Square's US studio. And the FF series went downhill very quickly after 8 (or even, after 7).
Point is, Square need to evolve, not revolve!
Why are they so stuck to turn based stuff and grinding? Turn based combat seems to me to be a relic of times when realtime combat wasn't technically possible. Guess what - now it is.
RIP Final Fantasy.