execrable gumwrapper
07-18-2008, 04:20 PM
What do you think it'll be like? Since they said it would be more real-time, I'm assuming something like Crisis Core's battle system.

DreinIX
07-18-2008, 04:48 PM
Assumptions of course. I believe the physical attacks will be executed as in an action game. As for magic and other abilities, these will need time to charge. Let's call the big meter (that looked liked the ATB) Time Meter. And let's also say that each magic and ability needs Time Points to execute and that these TP are equivalent to an amount of time. For example Fire has 30 TP and these TP are equivalent to 5-6 seconds of time needed to execute. You'll be able to choose a number of these attacks (and cancel anytime) with your third hand while with the other two you're focusing on attacking and doing all these acrobatics we see. (hope the third hand comes bundled)

Zak
07-18-2008, 07:02 PM
Hopefully something like XII's battle system, at least the "no random encounters" part. As for the battle itself... no idea but I hope it's more of a battle-personality system like IX or X rather than everything being immediately open to everyone like XII.

ThroneofOminous
07-18-2008, 07:06 PM
They said they are going to try and merge FFX and FFXII's battle systems. That will be...interesting.

Slavka
07-18-2008, 10:47 PM
Wait... How the hell will that work? Conditional Turn and Active Time don't really seem like they could be mixed...

jewess crabcake
07-18-2008, 10:59 PM
Hmm maybe it's conditional based but it has FFXII's battle system i.e.: the battle menu, the ability to move character, and no random encounters.

Zak
07-18-2008, 11:05 PM
Wait... How the hell will that work? Conditional Turn and Active Time don't really seem like they could be mixed...

It could be: Battling itself will be like XII, and ability-learning will be like X. Ability learning is also part of the system you know ;)

Marshall Lee
03-04-2009, 03:21 AM
^^
Oh Jesus Christ :rolleyes:

guj
04-03-2009, 03:55 PM
They said they are going to try and merge FFX and FFXII's battle systems. That will be...interesting.

This is what I heard too

mikosu
04-04-2009, 12:39 AM
I have no doubt it'll turn out well. Maybe 'cuz I'm a fanboy. Meh.

Hynad
04-04-2009, 12:47 AM
okay since this got bumped:

Here are the most recent interviews with the developers (I don't have the date, but it was published about a week ago). From Dengeki:


DEPENDING ON YOUR LEVEL OF SENSIBILITY, THE FOLLOWING INTERVIEWS MAY CONTAIN SPOILERS. YOU HAVE BEEN WARNED.


***************************************


Interview with Yoshinori Kitase, Producer of Final Fantasy XIII:
"When I first saw the quality of Sud's afro, I thought to myself that the PS3 really is different (lol)"

The Characters that Paint the Story

---Being the first SE title for the PS3, there's no doubt that the demo arriving later this month is garnering world wide attention. With the upcoming demo, what are your thoughts, currently?
Kitase: The demo master was finished around december last year. Thus, this demo should be played with the understanding that it is "FFXIII" as it was in 2008. Playing the demo will probably get gamers to thinking "I wonder if this is how the story is going to unfold in the full version?" and hopefully will increase the anticipation they currently have for the game even further. On that note, the final version is progressing very nicely. We're on the final stretch of development for various aspects.

---With the announcement of the demo, a lot of character information has been announced. First off, Lighting. She's the first female protagonist of this series right?
Kitase: If you look only at Lightning's design, she comes off as a cool woman; essentially the type of woman that a lot of men would have a problem handling. But with Sakamoto Maaya voicing her role, I believe a lot of nice femininity has been brought out of Lighting. Because Lightning is a swordsman, it was difficult balancing her modeling. We didn't want her to be too frail looking, but at the same time, we didn't want to make her a muscular macho either.

---So in the demo, you can also control Snow, but anything to say about his design?
Kitase: His character was pretty difficult as well. We originally wanted to make him a athletic nut that yells all the time with the personality of a delinquent ring leader. From there, we left behind the immature belligerent aspect, and worked on evolving the "big brother" aspect of him. Ono Daisuke's voice is perfect for Snow as well.

---What about Suds, who's garnering quite a bit of attention from all over?
Kitase: We had a pretty easy image of him from the begining (lol). Just that, in general, he appears to be positive and upbeat, but as the story progresses, we come to realize that he's carrying some weight of his own on his shoulders. Because of that, we decided to ask a veteran voice actor, Ehara Masashi, to play his role. He did a lot of ad libbing, and seems like he really got into the role.

---Finally Vanilla. She appears to have a story telling role as well?
Kitase: This title's story progresses with Vanilla's narration being sandwiched in between. In the past, we've had girls who've been upbeat and active like her, but due to the fact that she has a narrative role as well, she should have an aura slightly different from similar characters from the past. Because of this, we asked someone capable of acting both sides of her character, Fukui Yukari, to voice her role.

The Demo's new Battle
---I had the opportunity to play the demo and what I found quite impressive was the change into the battle scene being so quick that it almost felt seamless.
Kitase: The game isn't seamless, but I think it's quick enough for everyone to be content with it. Seamless battles are definitely possible, but, for example, due to special attacks and polygon counts for summons due to memory, there are various limitations that are bourne from trying to go seamless. But by having the battles be independant, it is possible to be, more or less, released from those memory limitations.

---The battle is based on the Active Time Battle (ATB), but it creates a sense of speed moreso than before.
Kitase: The battle system being speedy was initially proposed by the director, Toriyama, and Tsuchida was put in charge of dropping in FFX's battle system into the game. Combining command input resulting in flashy action and using the ATB Bar as the cost to do so and wrapping that up into one system that adds the fun of strategery (yes I know it's not a real word) is something we were aiming for from the beginning of development.

---So then, it's not really so much that you can do this because of the PS3, but rather you wanted the battle system to accomplish this so you were able to achieve this?
Kitase: Yes. The first image we had of "inputting a command resulting in a gracefully flowing set of chained attacks" has essentially been systemized in the current battle system.

An Uncompromising PS3
---With FFXIII, I've heard that you're aiming for even more movie-like expression than before?
Kitase: Up until now, scenes we wanted to have a sense of real-time were done in realtime and scenes which we wanted to have higher quality and presentation atmosphere were done with CG movies. But with the PS3, expressions that could once only be done with CG movies before, can be done in real-time. Thus, we've incorporated CG movie quality scenes that are drawn in realtime.

---Indeed, the quality is so high that it's very difficult tell the two apart, even if we were told so.
Kitase: Because of that, production became more difficult (lol).

---Does that mean production methods for the event scenes and what not have changed?
Kitase: They've changed. In the past, the planner also produced the events, but now we have a section that specializes in event cuts. The amount of work required increased drastically to the point where just the planner can no longer cover all the work required.

---By developing FFXIII for the PS3, what are some aspects you think have evolved greatly?
Kitase: Probably the graphics. The huge change from PS1 to PS2 was the number of polygons which could be output, resulting in further details in character design. But going from the PS2 to the PS3, the change is even more drastic. Primarily in texture (i think?). For example, FFXIII has a character named Suds who has an afro. When the character modelling was brought to me, I saw the quality of Sud's afro and thought to myself that the PS3 really is different (lol)". But yeah, in reality, the afro isn't due just to the PS3, but also due to the creativity of the designer. Also, skin and fur texture is quite amazing, Chocobo's plummage and Vanilla's skirt's cloth texture...that you can actually almost get a sense of what they might feel like in your hands are some of the many things that really surprise us.

---As a designer, how, specifically, do you have to be creative?
Kitase: With 3D graphic designing, there are people who deal with specific aspects. For example, trying to design Sud's afro as realistically as possible would be delegated to a certain group. In the case of the Afro, a person named Matsuno is in charge, but the design techniques from that may also be used in modelling grass in a plain to make it look more like a real plain. Aspects which we can't rely just on the PS3 power alone, need to be covered with our prior experiences.

---To ask the opposite, are there difficulties that cropped up because it was for the PS3?
Kitase: Up through the PS2, character modelling was very similar to being an extension of sprites, and it was important for the textures themselves to be relatively detailed. Even facial textures were used as they were being modified in photoshop. But with the PS3, realtime modelling is similar to designing a CG movie. Of particular importance is dropping in post-effects into a completed sequence. For example, the realtime effect of backlight pouring through foliage is something that can be done because we're working on the PS3. To show this as realistically as possible, these environmental effets are the most important aspect that cannot be compromised on, and simultaneously, take the most work and effort. Also, going off on a tangent, while moving around and during battles, you can move the camera around freely, but for example, grass blades, depending on angles, the polygon looks like a flat board. With the PS2, we could have said there was nothing we could really do about that, but at the PS3 level, we can't make those excuses. Because we didn't compromise on these aspects either, I believe the amount of work required increased.

---Finally, with FFXIII, how far do you think you've been able to tap into the PS3?
Kitase: Maybe about 50% in the demo? Of course by the time the final version rolls along, I believe we'll be close to 100% of the PS3's potential. Like with FFVII on PS and FFX on PS2, we're always working our hardest to use the full potential of the hardware at that point in time.

---Speaking of which, you're using Bluray now with PS3, but have you run into any storage space difficulties?
Kitase: Only as to whether we'd use a 1 or 2 layer disc, but that's about it. Add to that, with the PS3, you have a hard drive too. If anything, we struggled more with the memory aspect.

And Finally, for those waiting for the Demo and Final Release
---If you could leave a few words for the fans awaiting the demo and final release.
Kitase: The demo battle system's ATB is only showing the basic aspects so only about 50% of what will be in the final game is implemented. The story that's included is also only a very superficial part. But I think it will be a good show of what can be expected of the final product. Please enjoy the demo and I hope you will be waiting in anticipation for the full version.

***************************************

Interview with Toriyama Motomu, Director and Scenario Writer of Final Fantasy XIII:

Demo that Shows the Battle's Atmosphere

---Can we consider the battle part in the demo to be pretty close to the release version?
Toriyama: Yes. The demo's designed so you can experience the basic system in its entirety. The new Active Time Battle (ATB) sensation, I feel, can be experienced in the demo. Furthermore, this game does not have a seamless battle system like FFXII, but the change into battle is very rapid and has been designed to play with a similar sensation to a seamless system. Of course, moving out of battle is also very smooth, so from a data access/reading point of view, one should be able to play this stress-free.

---In the demo, is it the beginning of the story that's being depicted?
Toriyama: Yes. The story progresses from Lightning and Snow's viewpoint. The beginning starts with an emergency situation called "Purge", and no further information is given so you cannot make sense of the situation when you start off. It's just a very small part of the beginning of the entire game. Thus, at the conclusion of the demo, gamers will have only seen bits and pieces of the story leaving a lot of questions to be answered. We'd like for you to think about the story, but the main aspect of this demo will be to enjoy the battle system

---In regards to FF13's new ATB; the concept of chaining multiple attacks, as well as overpowering your opponent with a Break is a neat concept.
Toriyama: Chains are essentially multiple attacks strung together, and the more you chain, the more your damage goes up in relation to the chain length. Each spell and attack has a chain counter extension rate, so try all sorts of combinations to determine how to easily chain your attacks. And in regards to breaks. This will occur after you've chained a certain amount. Enemies which have been "broken" not only take more damage, but can be lifted off the ground. This is in the official trailer as well, but using this, it really makes downing an enemy exhilarating. At the end of a battle, you will recieve a rating of your battle which will result in a higher rating if you mix in chains and breaks, so please aim for that. Ideally, you would use magics in which you could increase your chain count rather easily, then once the enemy "breaks", lift it off the ground immediately. Then finish the enemy off...by doing so, you can go through the battle rather stylishly. The additional attack after lifting the enemy off the ground does more damage than normal, thus it 's important to use during a boss fight.

---Speaking of which, can any monster be lifted off the ground?
Toriyama: Actually, each moster has a weight value associated with it, so very large monsters are difficult to lift off the ground. For something like Behemoth as an opponent, it becomes important to plan your attacks to increase your chain count and fight strategically. But in the demo, we want you to have a taste of speed and exhilaration, so you can go through it without thinking too hard. From a strategic standpoing, there will be a newer and deeper system that is planned to be implemented in the final release. In the demo, just enjoy the basics of chainig various commands and realizing that different combinations will change the battle drastically.

---Characters that are rather speedy feel to have a higher difficulty associated with them compared to before
Toriyama: In the demo, the balance is a bit on the easy side, but in the final release, specifically referring to the battle, the difficulty has been raised slightly, and may be a little more easy to end up with a Game Over than before. But there's a retry command implemented that will take you to immediately before the battle so don't worry. The easier balancing is so you can try out various playstyle customizations and strategies in the demo.

The Details in Production

---Are there any scenes that you should watch out for?
Toriyama: The situation changes in realtime as yo move around. If you hear a lound noise behind you and look around, you can see a plane plummetting. Also, Suds leads the way for Lightning at times, but when he points down towards something, please try to get to that location quickly. You will be able to see a real time battle going on.

---You can move the camera in realtime while moving around, but can you do this in battle as well?
Toriyama: Of course. You can move the camera around freely so please find a cool angle for yourself to use. During certain commands, such as lifting an enemy off the ground, the camera angle changes, so there shouldn't be any instance that makes the action difficult to see. Also, we've really worked on the details of magic spell graphics. For example, a fire based spell might leave smoke at where it landed or blizzard spells might leave shards of ice scattered about for a while.

---Is the battle music in the demo the same as that in the final release?
Toriyama: The music in the demo is planned to be used in the same scenes of the final product. On that note, the demo will not contain the standard post-battle fanfare, but in the final product, there will be a fanfare arrangement specifically arranged for FFXIII so please look forward to it. In terms of a victory pose...that's still under discussion (lol).

Secrets of the World Revealed

---What part of the Cocoon do Lightning and co. go crazy in?
Toriyama: It's the very bottom level of the spherical Cocoon. It's not really a place normal citizens would step foot into. In the image below, I think you can see water, but that's really like an underground lake. The location used in the demo uses a somewhat dark palette, but in the interior of the Cocoon, there are bright/festive(?) towns and what not.

---How is the social structure inside the Cocoon?
Toriyama: From the images, one might get the feeling that the Church's militia is supressing its citizens, but the militia acts more like the police force of the Cocoon. They're not really controlling the citizens. If anything, they take care of any monsters that infiltrate the Cocoon. Also, due to Falcie(?), a close to utopian society exists inside the Cocoon.

---Can you describe the existance of Falcie in this world?
Toriyama: Falcie is not something that cannot be seen and exists as matter. In the demo, you can verify Pulse's falcie, but this shape is only but one example. In the final release, Falcie will appear in various forms so please look forward to that.

---Do different monsters appear in the Cocoon and Pulse?
Toriyama: Divided rather largely, there are 3 types of monsters; monsters of pulse, the feral monsters inside the Cocoon, and the monsters that the church's miltia own, but the designs are all different. The monsters that the militia own are designed with over-technology, thus are a fusion of beast and machinery. In this game, monsters you're familiar with have changed greatly from a visual perspective. You've seen Behemoth in previous images, but things like Goblins that this series cannot be without are other monsters to look forward to. Well...just Sabotender (dunno what the western name is) has increased texture detail but basically still looks the same (lol).

---What's the highlight of the demo?
Toriyama: One part I'd like for you to pay particular attention to is the battle part. We've just really focused on creating a sense of exhilaration so we really want for you to have a taste of it. Upon breaking, there's a lot of information that pops up, and you might be a bit overwhelmed. First try to fight however you want to fight, and once you get used to it a bit, start taking into account the chain gauge and breaking; this will increase the strategic aspect of the game. Furthermore, if you start taking into account your party's actions, you'll be able to experience a very stylishly flowing action battle. From a story perspective, the highlight is Lightning and co.'s appearance. There's alot of heavy action right from the get go so please pay attention to it.

Further Evolution in the Final Release

---This is in regards to the battle system, but are there aspects that are not in the demo that might still be modified?
Toriyama: The command part has already gone through various iterations. With your first battle in the demo, you might have a bit of a problem trying to select the enemy or using white (holy in the west?) magic, but this has been rectified in the final product, so don't worry. We're also looking into implementing shortcut-type functions to make command accessibility easier.

---Can you command your party in detail?
Toriyama: In FFXII's gambit system, you prepared before the battle, but in FFXIII, we're thinking of how to adapt to the changing battle.

---In that regards, can you change the character you control freely in the middle of battle?
Toriyama: I can't comment on that in detail yet, but a new system will be implemented.

---We couldn't verify character growth in the demo, but it doesn't seem like character growth is going to be limited to just learning new attacks and spells?
Toriyama: Of course, characters will gain new skills and magic as they grow. Just, please wait for future information on how the characters are raised. Of course, it's not just straight levelling, but we expect to implement a some type of system as was done with the Sphere Board in FFX and Licensed Board in FFXII. Going off on a tangent, but this game's menu system is pretty amazing. I said the traditional blue background with white borders was fine, but the staff worked hard and created a completely fresh menu screen.

---Finally, with the upcoming demo release and fans awaiting the final release, if you could give them a message or 2.
Toriyama: In the demo, we've finally been able to make public the battle system, but bear in mind that it's the very basic battle system. Including what's not encompassed in the demo, the final product will have further polish. I'd like for you to enjoy the demo from both the battle and story side of the game in hopes that it'll increase your anticipation for the final release.

***************************************

Also, all that we know about the battle system:

The system is a turnbased/realtime hybrid.

-You get to see the enemies before engaging them, somewhat similar to Chrono Trigger. It means that it is not seemless like FF XII, but the developers (see the above interviews) state that the change from exploration to battle sequence is really fast and feels almost seemless.

-The ATB bar fills up in real time, similar to the systems in FF4 - 9. But the bar is separated in 3 sections.

-You can input commands as soon as an Action (one section of the ATB) is full, meaning you don't have to wait for your ATB to completely fill up. You could use a command when your ATB is only a third of the way full.

-Each actions have a cost. Level one Magic like Cure and Fire have a cost of one, while Firaga costs 3. You need one full ATB section to cast Cure while Firaga will require the full 3 sections of the ATB bar.

-Your character doesn't use commands as soon as you select them. Instead, you store them in the Input Slots and then press triangle (Execute) to use them all at once.

-Using more than one command at a time will create a combo. Every combo has a unique animation, meaning "Attack-Attack-Fire" will look different to "Attack-Fire-Attack".

-Your ATB will not fill up when you are Executing commands.

-You choose your target enemy before you select your commands.

- You can control the camera angle during battles. But some special attacks like the summons and some magics have fixed camera angles.

-The better you chain your attacks --->the more damage you inflict ---> the better the chance you have to achieve a "Break". A situation where you can literally "launch" your enemy in the air and achieve a much stronger combo on it (this is actually shown in the recent official trailer).

So far, that's what we know for sure.


________________________________

Reason for edit: Spoiler tags were apparently only working for me.

guj
04-04-2009, 11:01 AM
THE SPOILERS AREN'T WORKING SLITS

Hynad
04-04-2009, 01:06 PM
There, I edited my last comment. But I tested everything and the spoiler tags were working fine on my end. I still removed them for you. ;)

Draven
04-07-2009, 06:09 PM
big post says it all

Lightcaster
10-07-2009, 06:40 PM
After watching a lot of videos the battle system looks the same as before.
The only new thing that is added is that the fighting system looks more like
Baten Kaitos, meaning it is more of a giant interactive cinematic sequence type of thing. They released one video showing the battle system and it was very similar to the old chrono trigger settings that let the monsters attack at anytime, and let you choose your other team members attacks while someone else was doing their move. I was excited about it the new battles at first, but it looks like they just did the samething and made it look better...

I stop following it a bit later when my computer went down. We'll see what they do with the final version when it comes out. ^_^

psychoshocker13
01-13-2010, 11:41 AM
it's pretty much an extended version of rock paper scissors. You can only control your main character (leader) while the other two are controlled by AI, governed by what class mode you set them in. It's a bit like FFXII's gambit system except worse because there's no "If" statement; they just kinda do what they want to do.
The class types are:
Attacker
Blaster
Healer
Jammer
Enhancer
Defender

Each character starts out with 3 of the 6 and they have different combinations. You pretty much pick and choose which 3 you want in your party and then go fight. At anytime in the battle you can switch classes but you can only have up to 6 different combinations of your 3 characters (3 x 3 x 3 = 27 possibilities but you keep 6).
So when you're getting owned during a boss fight you pretty much switch to one of the other 5 and hope something goes better.
It's alright, but i miss the classic oldschool FF battle systems.

Seru_Kai
01-13-2010, 04:01 PM
^ If that's true (and I haven't done any research/playing of XIII yet), it sounds like a mixture of the new XII system and the older VII-X system where you have enforced classes, yet the flexibility to choose what type each character will be. Of course this is my opinion on solely the above post.

CC
01-13-2010, 09:28 PM
Sounds as though it will sort of improve on its predecessor's gameplay the way RE5 did. Same basic idea, but with lots of new features to improve on it. Let's just hope the story doesn't follow RE5's path :O XIII will probably give us a lot of Advent Children-esque battle capabilities; after all, that's what Square was striving to get at since the game first entered development.

daosiying
01-21-2010, 11:16 AM
Sounds as though it will sort of improve on its predecessor's gameplay the way RE5 did. Same basic idea, but with lots of new features to improve on it. Let's just hope the story doesn't follow RE5's path :O XIII will probably give us a lot of Advent Children-esque battle capabilities; after all, that's what Square was striving to get at since the game first entered development.

13's system didn't really improve on 12's gambits. Really it simplified the crap out of it and threw in a bit of X-2 mechanics for good measure.

So far it only works out well cause the limited skillsets for a given role forces the AI to only use those skills. So you don't have to worry as much about the AI making incredibly stupid mistakes like what happens every now and then in Persona 3. Instead its more about whether or not they heal/buff/debuff the wrong person. Attacking the wrong person only results depending on the spread of roles. If you have any setup with more than one Attacker, the attackers attack a seperate target from you.


They didn't deliver on the Advent Children-ness however. Sure its flashy, but that's about it. None of that environmental stuff they showed in their original concept. Mostly just flashy attack animations and that's about it. An overly obnoxious camera too. Really HATE the camera.

CC
01-22-2010, 08:00 AM
That does sound a tad disappointing :( I remembering them just ranting and raving about making a game that simulated Advent Children's cool fight scenes. However, I'm the last person to bitch about a game not looking flashy enough, or not playing out like a DoA (Dead or Alive) ripoff; although I haven't played X-2 yet, if this game borrows any from XII, that right there is a plus. All I really ask for in a FF title is that it stays true to its own identity and doesn't attempt to push its boundaries, or go for all bark and no bite, in the case of a lot of games these days nothing but cool graphics but no gameplay. All in all, just hopefully this game holds out on me.

Sackboy
01-26-2010, 10:46 AM
Right now I'm 16 hours into the game. The game is very easy, I can only understand about .0001% of the japanese and I feel like I'm breezing right through the game. One thing I hate about the battle system is when your party leader dies it's game over, not like in FFXII where if your party leader dies you can just switch to a new leader, however you do get to start over a few steps back from where you entered that battle. There's even less micro managing than FFXII, items like potion and antidotes are only used during battle. When you're on the field there's no concern for your HP, if you end a battle with half of your HP, you'll enter a new battle with full HP. Also, there's no MP in this game. And yes it's true: FFXIII is very liner. Overall the game is good, but I'm not predicting any VGA awards, I just feel like the game is dated and Square is really loosing their touch.


it's pretty much an extended version of rock paper scissors. You can only control your main character (leader) while the other two are controlled by AI, governed by what class mode you set them in. It's a bit like FFXII's gambit system except worse because there's no "If" statement; they just kinda do what they want to do.
The class types are:
Attacker - one who focuses on physical attacks.
Blaster - one who focuses on black magic
Healer - one who focuses on white magic - mostly cure magic so far.
Jammer - one who focuses on casting poison or reducing enemy defense.
Enhancer - one who focuses on defensive spells like guard or increased spell power
Defender - one who focuses on blocking or obsorbing attacks.

Each character starts out with 3 of the 6 and they have different combinations. You pretty much pick and choose which 3 you want in your party and then go fight. At anytime in the battle you can switch classes but you can only have up to 6 different combinations of your 3 characters (3 x 3 x 3 = 27 possibilities but you keep 6).
So when you're getting owned during a boss fight you pretty much switch to one of the other 5 and hope something goes better.
It's alright, but i miss the classic oldschool FF battle systems.

Thought I'd add more detail to the different classes.

daosiying
01-27-2010, 05:27 AM
Right now I'm 16 hours into the game. The game is very easy, I can only understand about .0001% of the japanese and I feel like I'm breezing right through the game. One thing I hate about the battle system is when your party leader dies it's game over, not like in FFXII where if your party leader dies you can just switch to a new leader, however you do get to start over a few steps back from where you entered that battle. There's even less micro managing than FFXII, items like potion and antidotes are only used during battle. When you're on the field there's no concern for your HP, if you end a battle with half of your HP, you'll enter a new battle with full HP. Also, there's no MP in this game. And yes it's true: FFXIII is very liner. Overall the game is good, but I'm not predicting any VGA awards, I just feel like the game is dated and Square is really loosing their touch.


I cleared the game back at the beginning of the month and it doesn't get much harder. There'll be a few battles where enhancers and jammers are important, but otherwise you can easily get by with Atk/Bla/Bla, and Atk/Bla/Hlr setups. Defender will probably find greater use in the fight with the Proud Clad.

The real difficulty in the game comes from trying to make money and some of the hunts.

13 probably would've been better if they didn't decide to strip away all the things 12 let you do. 13's final design is clearly made with casuals in mind.

Sackboy
01-27-2010, 07:43 AM
13 probably would've been better if they didn't decide to strip away all the things 12 let you do. 13's final design is clearly made with casuals in mind.

That's kinda how I feel. People who are new to the RPG genre and Final Fantasy are going to feel like this is a pick up and play game compaired to older FF games. It's kind of a shame because I love the strategy aspect and XIII is missing a lot of it. I feel that's what makes an RPG a respectable game, like chess. XIII is a very causal game.

Solution
02-04-2010, 11:17 PM
they should just take it back to the old, classic FF battle system. Why fix what isn't broken?

Sackboy
02-05-2010, 02:27 AM
they should just take it back to the old, classic FF battle system. Why fix what isn't broken?

Because Square's intention isn't to "fix what's broken", rather, they are trying to make each Final Fantasy game with a fresh approch. If you kept the same battle system then the franchise would have been dead a long time ago from being the same thing over and over.

Hynad
02-05-2010, 04:48 PM
Because Square's intention isn't to "fix what's broken", rather, they are trying to make each Final Fantasy game with a fresh approch. If you kept the same battle system then the franchise would have been dead a long time ago from being the same thing over and over.

You mean... like Dragon Quest?

�_�

Smarty
02-05-2010, 05:32 PM
You mean... like Dragon Quest?

�_�

o.O Metal King Slime will kill you for that :/

Hynad
02-05-2010, 06:01 PM
Well, it just goes to say that if something isn't broken, don't fix it. Right? :P

Mikanya
02-08-2010, 02:32 AM
The real difficulty in the game comes from trying to make money and some of the hunts.

.... Difficult making money? You've obviously overlooked the items you get in battles/treasure chests that has the description "ショップで売る". Sell them, and you wont have any gil troubles for the rest of your life.

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