Sunday, February 20, 2011

Dview: Final Fantasy XIII (Xbox 360)

The Bottom Line:
Final Fantasy XIII has become my new least favorite RPG this generation (maybe of all time).  There are aspects of this game i actually hate. 
Grade: D+

Extraneous Information:
i actually like linear games and the story for Final Fantasy XIII is serviceable.  Like most Final Fantasy games, the graphics are decent and there are a lot of cutscenes (some mini ones skipable with the start button, then back).  You control one character (you don't get to decide which one until most of the way through chapter 9)

Battle System: It is sort of a slow real time battle system.  It seems too fast to input moves manually, but too slow to wait.  The game would have been better if they picked one or the other and stuck with it.  As it is, you get the worst of both worlds (and them some).  There is actually a battle rank depending on the time you spend on a fight (though it genreally gives you worse grades if you are stronger)

Paradigm System: This is the single most annoying design decision of the game for me.  The paradigm system also brings down the battle system.  Paradigms include thing like attack, heal, etc (you know stuff characters usually do anyway).  There are 6 "classes": Commando, Medic, Reaver, Sabateur, Sentinel and Synergist.  Commandos are the physical attackers, Medics heal, Reavers are essentially magic attackers, Sentinels are damage sponges, Sabateurs and Synergists are debuffers and buffers respectively.   Paradigms are based off of what class the charater is using.  Unlike many RPGs, the characters in this game are generalists - they might have a stronger role, but they can do all roles (some better than others), well they can if you have the chance.  Personally, i hate to use classes like the ones that start with "S" in this game. 

You have to hit the left bumper to select from a list of paradigms and some battles require you change paradigms multiple times.

Levelling Up:
This is another design decision that is not my favorite.  Basically there aren't levels in the typical sense... you get CP from winning fights, you use the CP to upgrade the player's crystal (it has things like Strength, Magic, Ability, Hit Points, etc).  Unfortunately, you may find yourself running into "level caps" from time to time within the story.  So, you really can't grind as much as i would like.  The most egregious of these level caps may come from the last "level increase", which inexplicably (and i would say stupidly) occurs after you beat the final boss. 

Weapons and Accessories:
Now i get to weapons and accessories.  Well, there seem to be a ton of these.  Basically, you use some of the items dropped by enemies to upgrade your weapons and accessories (not specific ones, except for transforming items).  Different parts may impact weapon/accessory levelling at different rates. Many accessories and all weapons can be transformed into other items.   

There is a problem here though... some of the items (especially weapons) take a massive amount of money to buy the necessary one item.  Guess what enemies do not drop - money.  There is a pretty easy way to get 500,000 gold in this game as you advance to chapter 11 (there are 13 by the way).  However, one item in particular (Trapezohedron) seems to only be available for purchase at 2,000,000 gold and as a very rare drop from a specific enemy.  So, upgrading the weapon to the maximum level will be almost impossible before the main boss (what is the point in upgrading things after you already have beaten the boss?).  That is one weapon alone, not the 3 weapons you would need for a complete party (or the 6 for the achievement). i would call that a design flaw. 

What to Expect:
* A lot of cutscenes (or mini ones)
* Linear gameplay for the vast majority of the game
* A decent variety of enemies
* No choice in party formation until Chapter 9 (most of the way through)
* Tough boss fights - that require you to change paradigms.  The last boss has three forms (the second one is a pain in the neck - especially with the status effects)
* A lot of fights
* Annoyance
* Periodic Level Caps
* About 35-45 hours to beat the main quest (tons of grinding, though more for parts and things to sell rather than level)
* Side quests available in chapter 11 (64 of them or so), some of them supposedly too tough to do during the regular game.
* A long "after game" - so i hear

Achievements:
i have to look this one up, as i didn't actually beat the game.  There are levelling up acheivements (max out each role), a collection one for having one of every item in your inventory at some point, story related, quest related.  i got 400/1,000 for beating the last boss.  Unfortunately, there is way too much busywork in the post game (involving "level grinding" and weapon upgrades).

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