Author Topic: Final Fantasy XIII  (Read 21485 times)

Edible

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Re: Final Fantasy XIII
« Reply #60 on: March 08, 2010, 03:57:57 PM »
I never did beat Rogue Galaxy, come to think of it.  Got to the end, got distracted by something else, stopped.  Great game though.

Bananamatic

Re: Final Fantasy XIII
« Reply #61 on: March 08, 2010, 04:05:46 PM »
I found it pretty dull.

Infinite item spamming combined with extreme enemy damage, combat was basically button mashing with some modifications through skills(but it was still button mashing) and battle skills were basically overpowered cinematics.

Every single random fight was down after a single Desert Wind and Illusion Sword ripped through any boss possibly in seconds.
also long and dull dungeons etc.

finished it once, soloed it with Jaster and never touching it again.

cool OST though

Re: Final Fantasy XIII
« Reply #62 on: March 08, 2010, 04:22:24 PM »
Also, one of the worst, if not the worst, final boss fights ever. And I'm including entirety of it, not just that final one.

Bananamatic

Re: Final Fantasy XIII
« Reply #63 on: March 08, 2010, 05:45:55 PM »
Also, one of the worst, if not the worst, final boss fights ever. And I'm including entirety of it, not just that final one.
Yeah, it was way too easy and way too long.

Re: Final Fantasy XIII
« Reply #64 on: March 08, 2010, 05:55:39 PM »
I got 1 shotted the first 2 times I tried it.

But yeah, it's easy if you don't get screwed by bad luck.

Oh, and the ending sucked, and the postgame stuff wasn't worth it.

Did you ever do Ghost Ship and Ghost Ship Extreme? I wish I didn't. On the subject of GSE, has anyone ever gotten a 100 floor dungeon right?
« Last Edit: March 08, 2010, 06:05:22 PM by Enigma »

Bananamatic

Re: Final Fantasy XIII
« Reply #65 on: March 08, 2010, 06:11:46 PM »
Ghost ship and then I got bored.
It's near impossible to game over with such an item spam enabled...only time I game overed were the earlier bosses and the tower boss which caught everyone in that tornado attack...some attacks do damage like every half second.

Edible

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Re: Final Fantasy XIII
« Reply #66 on: March 08, 2010, 06:28:40 PM »
Did you ever do Ghost Ship and Ghost Ship Extreme? I wish I didn't. On the subject of GSE, has anyone ever gotten a 100 floor dungeon right?

Persona 3? <_<

Bananamatic

Re: Final Fantasy XIII
« Reply #67 on: March 08, 2010, 06:33:07 PM »
Persona 3? <_<
yeah but that was maingame and the bosses kept you entertained

what he means are these randomly generated postgame dungeons with 100+ floors like sphere 211 or Ghost Ship Extreme

boring, long, random, lazy programmers

Re: Final Fantasy XIII
« Reply #68 on: March 08, 2010, 06:35:44 PM »
Sphere 211 was the same every time.

Of course, it's still boring and long, and I never memorized it.

Also, from the same group that made Rogue Galaxy was Dark Cloud's Demon Shaft. That was boring too. Thankfully no limited floors, but that boss was a joke as well.

Re: Final Fantasy XIII
« Reply #69 on: March 08, 2010, 06:36:18 PM »
The 100 floor dungeon is the great equalizer of any RPG.

I've played about 4 or 5 rpgs with one.

Bananamatic

Re: Final Fantasy XIII
« Reply #70 on: March 08, 2010, 06:40:43 PM »
After 5 runs, I have Sphere 211 memorized quite well...still, they could cut down the floors to atleast 50 instead of 110 or something.

Oh and Via Infinito. Takes ages and encounter none isn't allowed to piss you off further. Fun? No.

Re: Final Fantasy XIII
« Reply #71 on: March 08, 2010, 06:44:21 PM »
I never played that one.

Is it random like most or the same like Sphere?

Bananamatic

Re: Final Fantasy XIII
« Reply #72 on: March 08, 2010, 06:47:24 PM »
Bigger floors, random encounters. Much slower.

Re: Final Fantasy XIII
« Reply #73 on: March 08, 2010, 11:45:40 PM »
I think Paper Mario TTYD had one... and Super Paper Mario had two.

EsotericaVirtue

Re: Final Fantasy XIII
« Reply #74 on: March 09, 2010, 01:26:25 AM »
Well, I've played FFXIII up to the point where it becomes much less linear, and all there is to do is prepare for the final (two) chapters. I've seen gameplay to the end, so I guess I can give a valid opinion.

Oh yeah, SPOILERRIFIC! warning.


"LOL NO TOWNZ?"
Actually, there are towns in the game, but not in the traditional RPG sense. They are, geographically, towns, but you can't buy items or take on quests. Why? Because your party members are wanted fugitives, there's no time for sidequests.

"This game is way too linear"
It is true that the game is heavily story driven with little else to do in terms of sidequests, but that doesn't really take away from the game. The main storyline itself is 60 hours long on a first playthrough, and I'm pretty sure that it was Square Enix's most prioritized aspect of the game. And besides, you unlock 64 mark hunts after you beat the game. They're like FFXII's mark hunts.

And now for the main part of this quick review.

Story: 19/20
It's a Final Fantasy game, what did you expect? The writing is amazing. However, some characters lack in development. While Hope's character development is extremely strong along with Fang and Vanille, other characters like Snow and Lightning have an acceptable amount of character development, but it sometimes feels like they could have done more.

The story takes place on a moon called Cocoon, floating above the ground world called Pulse. There are these beings called Fal'cie, who are basically low level gods who oversee the people. Cocoon's government thinks the Pulse Fal'cie are evil, and they deport any who come in contact with them to the lower world. The people are scared of Pulse, thinking it is a cursed wasteland. But later in the story, when the main characters themselves travel to Pulse, they find out that it is a land full of nature and life. The Fal'cie have the power to turn regular humans into L'cie, a group of humans who can use magic. These humans are given a mission by the Fal'cie, if they succeed they will be immortalized in crystal, if they fail they will turn into Cie'th monsters. The story starts when Lightning and the rest of the party try to destroy Fal'cie Anima in hopes of freeing people from the Fal'cie, but they themselves are turned into L'cie and have to fulfill their mission. There is no true "villain" in the story, the fight is against destiny itself. Submit to the will of the Fal'cie, or defy to save the world yet risk death yourself.

Graphics: 10/10
And I'm playing this on a 480i SDTV, it's going to be truly fantastic once I get an HDTV. The screenshots speak for themselves. There'll be some times where you're just going to sit there staring at the scenery.

Music: 19/20
Although lacking the traditional "Final Fantasy" feel, the music is still good. It's done by the same composer who composed for Final Fantasy X, Masashi Hamauzu.

Gameplay: 30/30
A perfect score in an RPG? Nonsense! Well, maybe. I personally have no complaints with this game. Now for a breakdown.

Quote from: It's a breakdown
Sub-Category I, Battle System: 20/20
FFXIII's battle system is a hybrid between turn based and real time. Many previous FF games used the ATB (Active Time Battle) system, this game uses yet another variant of ATB. One of the things you'll notice first is the lack of an MP gauge. In order to focus more on strategy, Square Enix removed MP. Why? Well, in an interview, one of the directors said that players wouldn't want to use the best spell in a situation to conserve MP. Without MP limits, players will now have to think and use whatever is appropriate for the situation. Instead of MP, all actions take up ATB "units." Attacking takes one, same with basic spells. Tier 2 spells take up 3, and Tier 3 spells take up 5. A character's "limit break" attack will take up all the units. You start the game with two and eventually get up to 6.

Chaining attacks on enemies will fill up the Break Gauge. While magic attacks raise the gauge the most, it will drain quickly. Physical attacks won't raise the gauge by much, but it will go down very slowly. The best approach is to use physical and magic attacks in about a 1:2 ratio for best results. Once you fill up the gauge, the enemy is put into Break Status, which enables air combos. Combos done in Break Mode will do much more damage (and they look cool too). Square Enix seemed to have built the battle system around this concept, as enemies have loads of HP and will take forever to defeat without the Break mechanic.

Before a battle, you can assign various paradigms to your characters. These paradigms, such as Attacker, Blaster, and Healer, can be changed at any time in battle. For example, if I had two attackers and one blaster, but my party was damaged, I could switch to an attacker, a defender, and a healer until my HP was up to normal and then switch back. This kind of system makes players always on their toes, ready for any situation. Each paradigm also has bonuses, for example just having a defender in your party reduces all damage taken by 10%.

Sub Category II - Character Development and Customization: 10/10
As mentioned earlier, you can assign Paradigms to each character. Outside of battle, you can access the Crystarium to upgrade your characters' paradigms by using Crystal Points (think experience) earned in battle. The Crystarium looks and acts like the Sphere Grid from Final Fantasy X and the License Grid from Final Fantasy XII. But in this game, every Paradigm has its own "Sphere Grid." You can allocate points into each one of the paradigms for different effects. For example, adding more CP into the Defender paradigm will give a lot of HP. And adding CP into the Healer paradigm will give a lot of Magic. One problem in Final Fantasy XII was that you could give each character the same licenses and they'd essentially be copies of each other. In Final Fantasy XIII, each character has different Crystarium bonuses. For example, Vanille's main paradigms are Healer, Blaster, and Jammer. She will gain more boosts at a lower cost. If I tried to raise her Attacker paradigm, she would gain a very low amount of stats at a very high cost.

Weapons are also customizable, but more in the style of traditional FF leveling. By adding components to a weapon, it will gain EXP and level up. It can then be upgraded into a new weapon with extra enhancements.
Content: 9/10
While being 60 hours long, after beating the game, you're left with little to do besides the 64 mark hunts. But the game will still keep you entertained for a long time.

Quality (voice acting, bugs, etc): 5/6
From what I've seen in the English trailers, the translations are near-perfect. There are no noticeable bugs in the game, and the voice acting is very good in both versions.

Final Score: 92/96 (see what I did there) -> 95.8% (10/10 barely.)
It's definitely worth a play. It might not have the longevity of other Final Fantasy games, but it'll amaze you for the first playthrough.
« Last Edit: March 14, 2010, 09:17:53 PM by EsotericaVirtue »

Fightest

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Re: Final Fantasy XIII
« Reply #75 on: March 09, 2010, 08:24:13 AM »
I'm still around chapter 5 or so, but I do like that there's no obvious villain, just this nebulous feeling of doom that is very personal. Makes the story very character-driven, and gives me reason to care about these five misfits beyond "chosen ones to defeat ancient evil #5".

Actually, that's a bit of a fib. The vision that the characters receive does hint at a final big bad, but it's really unclear, and has been sitting on the backburner for the rest of the time. Which is nice, it lets the audience figure things out along with the characters.

The Stagger system is excellent. Somewhat like Persona 3 and 4's All-Out Attack - it gives the player an objective for a fight, and rewards the player for completing it allowing the player to finish the fight quickly.

Vanille is weirding me out. This is probably intentional, and is a good thing.

Bananamatic

Re: Final Fantasy XIII
« Reply #76 on: March 11, 2010, 01:38:18 PM »
the battles look like a confusing clusterfuck

also XII is the best etc.

Re: Final Fantasy XIII
« Reply #77 on: March 13, 2010, 01:56:25 AM »
I saw someone streaming FFXIII recently, and even though I was confused as to what was going on I'll consider that a point for the game's story, because it's never fun if you know everything (Especially when you're up against a wall of cliche that is anything decent Square ever produces). Besides, I Probably missed the point where they explained what a "Focus" was, and why you needed to do it even though you turned into a crystal.

I will admit, I'd be tempted to buy it if I had the console and money for it.

Fightest

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Re: Final Fantasy XIII
« Reply #78 on: March 13, 2010, 08:33:32 AM »
Besides, I Probably missed the point where they explained what a "Focus" was, and why you needed to do it even though you turned into a crystal.

Yeah, it's right there as part of the exposition, very early on. You complete your Focus, you turn into a crystal; you don't, you turn into a zombie goast.

Re: Final Fantasy XIII
« Reply #79 on: March 13, 2010, 09:12:44 PM »
I don't care what anyone says anymore, this game is awesome.
Avatar related 8)

Bananamatic

Re: Final Fantasy XIII
« Reply #80 on: March 13, 2010, 09:36:11 PM »
A funny looking black guy with an afro is enough to save a crappy game :V

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Re: Final Fantasy XIII
« Reply #81 on: March 13, 2010, 09:48:53 PM »
Sazh is the true main character of FFXIII. :P

Anyway, I'm really enjoying this game now that I kind of know what I'm doing! But is it just me, or is gil really hard to come by in this game?

Re: Final Fantasy XIII
« Reply #82 on: March 13, 2010, 09:54:26 PM »
A funny looking black guy with an afro is enough to save a crappy game :V

He's not a funny looking black guy with an afro. He's a funny looking black guy with an afro and a mockingly cute mascot character following him everywhere.

Quote
is it just me, or is gil really hard to come by in this game?
from what I've seen, Gil only comes in chests, and I'm guessing vendor trash (I have no evidence of the latter, though).

Fightest

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Re: Final Fantasy XIII
« Reply #83 on: March 13, 2010, 09:54:51 PM »
Anyway, I'm really enjoying this game now that I kind of know what I'm doing! But is it just me, or is gil really hard to come by in this game?

Really hard. The only way to get it in any kind of meaningful manner is to sell Credit Chips and Incentive Chips you get from enemies. That said, there are areas where it's possible to grind these, if you really want.

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Re: Final Fantasy XIII
« Reply #84 on: March 15, 2010, 04:56:45 AM »
LOL yeah I learned about the dearth of gil the hard way after I spent all my money on components -0-
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MysTeariousYukari

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Re: Final Fantasy XIII
« Reply #85 on: March 15, 2010, 07:18:13 AM »
I have seen FF13 first hand, my brother has it, and it is good. "Extremely Linear," the biggest compliant, is only semi-accurate. The dungeons do seem simple, but they are wide enough on the path and have enough little side-bits that you don't really notice how linear it is.

On topic of 100+ floor dungeons, Shining Tears had a 60 floor dungeon that was hard as a freaking Diamond at points, optional in it's entirty, is actually kinda fun except for a few points, and is the only way your going to beat the Final Dungeon without going insane/leveling elsewhere.

I'm not sure on floor count, but Shining Force Neo has a roughly 100+ floor dungeon that seems pretty good, absolutly murder at a few points, but still fine. I have yet to beat it.

Disgaea 1, 2 and 3 all have 100 floor dungeons... within your items and equips! You items have a rarity, and are either a normal item, Rare, or even Legendary. Normal items only have 30 floors, 60 floors in Rare and 100 in Legendary. 100 floors can take anywhere from about 30 minutes(I can clear 80 floors in about 25 minutes) if you strong enough, or up to 8 hours if you want to clear it in one go and are not prepared enough. Still done pretty good in my opinion.

Re: Final Fantasy XIII
« Reply #86 on: March 15, 2010, 07:21:18 AM »
Friends and I are currently arguing over it. The linearity won't be the deciding factor of buying it, to me it seems like they're simply just cutting off the needless twists and turns of paths and bringing it directly to me. After all everything but sandbox games are pretty much go from Point A to Point B...

I've seen the gameplay, looks well polished and easily understandable. Only thing that will probably be the convincing point is the skill system and how it limits you to the story. I'm going to have to take a farther look into it because I've heard about three different ideas on how it's supposed to work.

Fightest

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Re: Final Fantasy XIII
« Reply #87 on: March 15, 2010, 09:55:21 AM »
Only thing that will probably be the convincing point is the skill system and how it limits you to the story. I'm going to have to take a farther look into it because I've heard about three different ideas on how it's supposed to work.

Well, here's another idea for you, just to confuse matters. It is essentially a Sphere Grid, but clearer and more user-friendly. Each character has (so far) up to three "classes" that they can level up in. When you spend points, you choose which class you're gonna be spending points in (points that you get through winning battles), and you move through nodes in a linear fashion. These nodes are things like +X health, or +X to strength or magic, or an ability or a spell. Moving between these nodes is what costs points.

It is entirely up to you whether you keep progressing through a particular class' nodes - you can stop, go to another class, and start spending points there instead. It is thus mostly up to the player how a character develops - either you specialise them in one class, or you spread the points around multiple classes. An observation to make here is that a character has a better propensity for one class than another, and this is just a matter of observation on what abilities are on the grid - for example, Lightning can be a Medic as well as a Commando, but the spell selection in her Medic grid is very limited, meaning she can not really be a dedicated healer.

Re: Final Fantasy XIII
« Reply #88 on: March 15, 2010, 12:30:39 PM »
I beat everything in the first Disgaea in the PSP port but never did beat the second game cause I got bored. And I don't have a PS3 to get Disgaea 3.

Item World was annoying if you wanted to perfect items. Having to go through all 100 floors of a rank 40 item and defeat the Item God 2 without exiting once for the Hyperdrive was a pain in the ass. It was annoying even if you just wanted a decent item.
« Last Edit: March 15, 2010, 12:32:10 PM by Enigma »

MysTeariousYukari

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Re: Final Fantasy XIII
« Reply #89 on: March 15, 2010, 09:23:56 PM »
Item World was annoying if you wanted to perfect items. Having to go through all 100 floors of a rank 40 item and defeat the Item God 2 without exiting once for the Hyperdrive was a pain in the ass. It was annoying even if you just wanted a decent item.

A properly leveled character could go down 80 floors within about 30 minutes, so that isn't to much of a problem later on, if your powerful enough. I did that with my Divine Majin who had a Yoshitsuna and 3 Super Robo Suits, all matching Rarity cept for 1 of the Suits. I also never cared about "Perfect Items," I go into an item either to get it's Specialists or to level it up to make it better, but I don't aim for "Perfect" stats.