Final Fantasy XIII-3

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Dryk

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Wow, have they still not been able to pay off those art assets.
 

TheGamerElite33

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Couple question

Why are japanese using roman numerals?
Why are japanese butchering roman numerals
what is XIII-3? 13 minus 3? we forgot 14 comes after 13-3?
 

Magicite Spring

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TizzytheTormentor said:
Lol, did you just say Hallway Simulator 13's combat was excellent?

13 was the dullest experience of my life, predicable story (who the flying fuck didn't see the Oerba thing coming?) Lame characters (Exceptions being Lightning and Sazh) and a godawful battle system (slow as fuck and required little effort, auto battle chose the best possible combination of moves for each paradigm, choosing abilities was beyond pointless unless you were a medic) Battles dragged on WAY too fucking long and the main narrative wasn't interesting. The music, mythology, world and graphics were amazing however. The whole game left a bad after taste and I believed the sequel couldn't save it...
This arguement always gets to me. Sure, you can pick auto-battle and it picks the best moves. But why are you picking auto-battle? Is it because you want to let the computer pick your moves for you? No! Its because you know what auto-battle is going to pick and that matches up to what you want your character to do. E.g, you want to attack the enemy, auto-battle puts full ATB of attack so you use auto-battle instead of inputting it manually. When you want to do something that you know auto-battle wont pick (which is necessary for later battles) you go and input directly. As for narrative I can't think of many examples where the main cast are forced to join their main enemy in such a way that everyone tries to kill them on sight. But maybe I just haven't exposed myself to many narratives.

Now I've got that out of my system, XIII is one of my favourite games, and I agree with the statements above that XIII-2 took a step back. My main problem with XIII-2 was with story, which wasn't nearly as interesting, at least to me. I though that the fal'Cie were the most interesting part of XIII, and XIII-2 not really having anything to do with them (apart from the proto-fal'Cie business) made the story lose something. And say what you want about the characters, at least in XIII they got actual growth (which is why I love all the XIII characters). In XIII-2, Serah is just in a 'Lets find Lightning!' the whole time with no development, and Noel, who is more interesting, hardly gets any development either.

All that said, I would be interested in XIII-3, just to get closure on the story since we got none from XIII-2. But I haven't got any of the DLC yet, do they help with the ending at all?
 

snappydog

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Quick question regarding the ending of XIII-2... Haven't played it but as I understand it (thanks to unmarked spoilers on the internet) doesn't it end in... well, I don't know how to do spoilers so let's just say a scenario in which the setting of the XIII series can't really be used again? Cos if so, XIII-3 would have to be in a different universe, at which point you have to wonder what would make it part of the XIII series rather than a different title altogether.
 

Sacman

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May 15, 2008
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I'm probably the weird one here... since I don't really like the Final Fantasy games... Just always feel like they're struggling to create believable characters with more personality than a sack of potatoes and more motivation that can't be summed up in just a few words...

They also have a problem of understanding the principles behind interactive storytelling and the role of the player in a player driven narrative...

Also I liked 12... though that was entirely because of the gameplay and customization/ character building... amazing amount of variety and the combat system gave you great amount of control over your entire party... always making you feel like you're in control... not like 13 that basically plays itself...

anyhow... We don't need another 13... it's one of the worst received games by fans... and no amount of story continuation or small balancing and addition to gameplay can change that... either move on to the next project or don't make another one... I don't really care...

P.S. 3 in the morning... fuck commas, sentence structure or even coherency...<.<
 

Magicite Spring

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Diesel- said:
Couple question

Why are japanese using roman numerals?
Why are japanese butchering roman numerals
what is XIII-3? 13 minus 3? we forgot 14 comes after 13-3?
They're doing it to help differentiate sequels to different installments of Final Fantasy. They do this because each Final Fantasy isn't a sequel to the one before it, its a totally unique game. So they use XIII-2 and XIII-3 to show that this is a direct sequel to XIII, and this is different from XIV is totally unrelated to XIII, and has also already been released.

And why can't the Japanese use roman numerals? They're free to use by anyone.
 

mad825

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Diesel- said:
Couple question

Why are japanese using roman numerals?
Why are japanese butchering roman numerals
what is XIII-3? 13 minus 3? we forgot 14 comes after 13-3?
FF14 is still in production.
 

Magicite Spring

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mad825 said:
Diesel- said:
Couple question

Why are japanese using roman numerals?
Why are japanese butchering roman numerals
what is XIII-3? 13 minus 3? we forgot 14 comes after 13-3?
FF14 is still in production.
No, its already out. FF14 was a MMO released in 2010.
http://en.wikipedia.org/wiki/Final_fantasy_xiv
 

Sacman

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May 15, 2008
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Magicite Spring said:
mad825 said:
Diesel- said:
Couple question

Why are japanese using roman numerals?
Why are japanese butchering roman numerals
what is XIII-3? 13 minus 3? we forgot 14 comes after 13-3?
FF14 is still in production.
No, its already out. FF14 was a MMO released in 2010.
http://en.wikipedia.org/wiki/Final_fantasy_xiv
It's hard to tell.... because you know internet and all...but he was being sarcastic... because you know FF14 was essentially still in beta upon release...<.<

Also italicized words should be a give away...
 

Magicite Spring

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Sacman said:
Magicite Spring said:
mad825 said:
Diesel- said:
Couple question

Why are japanese using roman numerals?
Why are japanese butchering roman numerals
what is XIII-3? 13 minus 3? we forgot 14 comes after 13-3?
FF14 is still in production.
No, its already out. FF14 was a MMO released in 2010.
http://en.wikipedia.org/wiki/Final_fantasy_xiv
It's hard to tell.... because you know internet and all...but he was being sarcastic... because you know FF14 was essentially still in beta upon release...<.<

Also italicized words should be a give away...
Ooh boy do I look bad now............
Really should have picked that up, and I normally pride myself on picking up on sarcasm.
I'll be better next time!
 

mad825

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Sacman said:
Magicite Spring said:
mad825 said:
Diesel- said:
Couple question

Why are japanese using roman numerals?
Why are japanese butchering roman numerals
what is XIII-3? 13 minus 3? we forgot 14 comes after 13-3?
FF14 is still in production.
No, its already out. FF14 was a MMO released in 2010.
http://en.wikipedia.org/wiki/Final_fantasy_xiv
It's hard to tell.... because you know internet and all...but he was being sarcastic... because you know FF14 was essentially still in beta upon release...<.<
Honestly, I'm not sure if I am.

They are still 'patching' key gaming content that's labelled "In Development" on the official forums.
 
Jun 11, 2008
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Magicite Spring said:
TizzytheTormentor said:
Lol, did you just say Hallway Simulator 13's combat was excellent?

13 was the dullest experience of my life, predicable story (who the flying fuck didn't see the Oerba thing coming?) Lame characters (Exceptions being Lightning and Sazh) and a godawful battle system (slow as fuck and required little effort, auto battle chose the best possible combination of moves for each paradigm, choosing abilities was beyond pointless unless you were a medic) Battles dragged on WAY too fucking long and the main narrative wasn't interesting. The music, mythology, world and graphics were amazing however. The whole game left a bad after taste and I believed the sequel couldn't save it...
This arguement always gets to me. Sure, you can pick auto-battle and it picks the best moves. But why are you picking auto-battle? Is it because you want to let the computer pick your moves for you? No!
Or maybe it was because they made picking moves awkward by instead of having 3 columns for abilities like basically every single other Final Fantasy game they used 2. When your spells tier in 3 levels but you have 2 columns there is something wrong there.
 

God's Clown

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I have a great idea - Finish Versus 13. Ya know, that game what they have been making for like ever now. I like FF13, I love 13-2 - but seriously, just release versus 13 already <.<

My capcha is "Talk the talk" which is all they seem to do these days.
 

Sacman

Don't Bend! Ascend!
May 15, 2008
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Glademaster said:
Magicite Spring said:
TizzytheTormentor said:
Lol, did you just say Hallway Simulator 13's combat was excellent?

13 was the dullest experience of my life, predicable story (who the flying fuck didn't see the Oerba thing coming?) Lame characters (Exceptions being Lightning and Sazh) and a godawful battle system (slow as fuck and required little effort, auto battle chose the best possible combination of moves for each paradigm, choosing abilities was beyond pointless unless you were a medic) Battles dragged on WAY too fucking long and the main narrative wasn't interesting. The music, mythology, world and graphics were amazing however. The whole game left a bad after taste and I believed the sequel couldn't save it...
This arguement always gets to me. Sure, you can pick auto-battle and it picks the best moves. But why are you picking auto-battle? Is it because you want to let the computer pick your moves for you? No!
Or maybe it was because they made picking moves awkward by instead of having 3 columns for abilities like basically every single other Final Fantasy game they used 2. When your spells tier in 3 levels but you have 2 columns there is something wrong there.
Honestly for me it didn't have much to do with an awkward menu... though that was certainly part of it... it's just so un-engaging... you have control over one character... and even that's very loose... you pretty much just whisper suggestions into their ear while they do everything else... and other than the class of your allies, you have not a single ounce of control over them... and control is the big word here... as the player you're most at home and comfortable and engaged when you have control, and you're doing something that directly effects the game world... but in FF13, even the idea of combat does everything it can to remove itself from consequence... your health automatically restores after a battle... you're stuck in a little pocket dimension where all the fighting occurs... and plenty of other things... especially the linear corridors...

you don't need to be micro managing RTS style... and you don't need dialog options like in Mass Effect... but when you're stuck sitting and watching more than actually playing and when there's absolutely no repercussions to anything you do... there's a big problem...>.>
 

Magicite Spring

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Apr 15, 2012
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Glademaster said:
Magicite Spring said:
TizzytheTormentor said:
Lol, did you just say Hallway Simulator 13's combat was excellent?

13 was the dullest experience of my life, predicable story (who the flying fuck didn't see the Oerba thing coming?) Lame characters (Exceptions being Lightning and Sazh) and a godawful battle system (slow as fuck and required little effort, auto battle chose the best possible combination of moves for each paradigm, choosing abilities was beyond pointless unless you were a medic) Battles dragged on WAY too fucking long and the main narrative wasn't interesting. The music, mythology, world and graphics were amazing however. The whole game left a bad after taste and I believed the sequel couldn't save it...
This arguement always gets to me. Sure, you can pick auto-battle and it picks the best moves. But why are you picking auto-battle? Is it because you want to let the computer pick your moves for you? No!
Or maybe it was because they made picking moves awkward by instead of having 3 columns for abilities like basically every single other Final Fantasy game they used 2. When your spells tier in 3 levels but you have 2 columns there is something wrong there.
I can see this as a valid complaint, its just something I never ran into due to how I played the game. Whenever I was using a ravager (which was pretty much only when I used the Tri-Disaster paradigm), my main goal was always to stagger one specific enemy. To that effect the -ra and -ga spells are not as useful and so I never had to specifically pick them, and once you have libra'd an enemy you know his weakness, so I know auto-battle will pick a full ATB of the spell I want. -ga and -ra spells are only useful against a group of enemys, but I would always just control a commando in those situations and I was fine.
 

Magicite Spring

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Apr 15, 2012
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Sacman said:
Glademaster said:
Magicite Spring said:
TizzytheTormentor said:
Lol, did you just say Hallway Simulator 13's combat was excellent?

13 was the dullest experience of my life, predicable story (who the flying fuck didn't see the Oerba thing coming?) Lame characters (Exceptions being Lightning and Sazh) and a godawful battle system (slow as fuck and required little effort, auto battle chose the best possible combination of moves for each paradigm, choosing abilities was beyond pointless unless you were a medic) Battles dragged on WAY too fucking long and the main narrative wasn't interesting. The music, mythology, world and graphics were amazing however. The whole game left a bad after taste and I believed the sequel couldn't save it...
This arguement always gets to me. Sure, you can pick auto-battle and it picks the best moves. But why are you picking auto-battle? Is it because you want to let the computer pick your moves for you? No!
Or maybe it was because they made picking moves awkward by instead of having 3 columns for abilities like basically every single other Final Fantasy game they used 2. When your spells tier in 3 levels but you have 2 columns there is something wrong there.
Honestly for me it didn't have much to do with an awkward menu... though that was certainly part of it... it's just so un-engaging... you have control over one character... and even that's very loose... you pretty much just whisper suggestions into their ear while they do everything else... and other than the class of your allies, you have not a single ounce of control over them... and control is the big word here... as the player you're most at home and comfortable and engaged when you have control, and you're doing something that directly effects the game world...
The big problem for FFXIII was the inital time sink you needed to put in to unlock everything. Once you do, the combat system is everything you want it to be. Only being able to pick your partys paradigms may not seem like much, but against the high level monsters picking the right paradigm is very VERY important, and any wrong moves mean you need to start over again. To me, this meant that the little control I had over the party was actually a lot because it meant the difference between winning and losing a fight. I also think that at the speed the combat takes place it would be horrible trying to control the whole party. From that perspective, being only able to control the leader is a good move
 
Jun 11, 2008
5,331
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Magicite Spring said:
Glademaster said:
Magicite Spring said:
TizzytheTormentor said:
Lol, did you just say Hallway Simulator 13's combat was excellent?

13 was the dullest experience of my life, predicable story (who the flying fuck didn't see the Oerba thing coming?) Lame characters (Exceptions being Lightning and Sazh) and a godawful battle system (slow as fuck and required little effort, auto battle chose the best possible combination of moves for each paradigm, choosing abilities was beyond pointless unless you were a medic) Battles dragged on WAY too fucking long and the main narrative wasn't interesting. The music, mythology, world and graphics were amazing however. The whole game left a bad after taste and I believed the sequel couldn't save it...
This arguement always gets to me. Sure, you can pick auto-battle and it picks the best moves. But why are you picking auto-battle? Is it because you want to let the computer pick your moves for you? No!
Or maybe it was because they made picking moves awkward by instead of having 3 columns for abilities like basically every single other Final Fantasy game they used 2. When your spells tier in 3 levels but you have 2 columns there is something wrong there.
I can see this as a valid complaint, its just something I never ran into due to how I played the game. Whenever I was using a ravager (which was pretty much only when I used the Tri-Disaster paradigm), my main goal was always to stagger one specific enemy. To that effect the -ra and -ga spells are not as useful and so I never had to specifically pick them, and once you have libra'd an enemy you know his weakness, so I know auto-battle will pick a full ATB of the spell I want. -ga and -ra spells are only useful against a group of enemys, but I would always just control a commando in those situations and I was fine.
They also provide a knockdown type effect to certain enemies so they were than just useful for Area of effect which is what made me annoyed they were so irritating to get to.
 

JasonKaotic

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Mar 18, 2009
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This has probably already been said somewhere in the topic, but are you sure they're not talking about Versus XIII?

I really liked XIII, but holy shit it got repetitive. And that difficulty curve was ridiculous.
 

Sacman

Don't Bend! Ascend!
May 15, 2008
22,661
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Magicite Spring said:
Sacman said:
Glademaster said:
Magicite Spring said:
TizzytheTormentor said:
Lol, did you just say Hallway Simulator 13's combat was excellent?

13 was the dullest experience of my life, predicable story (who the flying fuck didn't see the Oerba thing coming?) Lame characters (Exceptions being Lightning and Sazh) and a godawful battle system (slow as fuck and required little effort, auto battle chose the best possible combination of moves for each paradigm, choosing abilities was beyond pointless unless you were a medic) Battles dragged on WAY too fucking long and the main narrative wasn't interesting. The music, mythology, world and graphics were amazing however. The whole game left a bad after taste and I believed the sequel couldn't save it...
This arguement always gets to me. Sure, you can pick auto-battle and it picks the best moves. But why are you picking auto-battle? Is it because you want to let the computer pick your moves for you? No!
Or maybe it was because they made picking moves awkward by instead of having 3 columns for abilities like basically every single other Final Fantasy game they used 2. When your spells tier in 3 levels but you have 2 columns there is something wrong there.
Honestly for me it didn't have much to do with an awkward menu... though that was certainly part of it... it's just so un-engaging... you have control over one character... and even that's very loose... you pretty much just whisper suggestions into their ear while they do everything else... and other than the class of your allies, you have not a single ounce of control over them... and control is the big word here... as the player you're most at home and comfortable and engaged when you have control, and you're doing something that directly effects the game world...
The big problem for FFXIII was the inital time sink you needed to put in to unlock everything. Once you do, the combat system is everything you want it to be. Only being able to pick your partys paradigms may not seem like much, but against the high level monsters picking the right paradigm is very VERY important, and any wrong moves mean you need to start over again. To me, this meant that the little control I had over the party was actually a lot because it meant the difference between winning and losing a fight. I also think that at the speed the combat takes place it would be horrible trying to control the whole party. From that perspective, being only able to control the leader is a good move
I beat the game... and no matter how far I got or how fast the battles got I never felt like I was doing anything other than point the characters in the right direction... and that's the failing of the system... not the lack of control... but simply the fact that I, as a player, feel completely left out of the gameplay... and in turn, left out of the world and unable to connect to it... and at that point turns into little more than watching a cutscene, while fiddling with the controller... no matter how bad the big bads are it's not, " I the player defeated the enemy." It's always, "I instructed someone to defeat the enemy." and there's a huge difference between the two... it just fails to engage in any level... I mean it's the main reason I don't play RTS games...<.<