I think that Final Fantasy XIII has a wonderful heart as a game, and great graphical design, but is brought down by the weird spikes of difficulty and poor balance in the gameplay.
I think that it's just a case of having a silly, half-and-half approached to turn-based versus real-time battling. I have said since they first tried to implement this several FF games ago: making people scroll through menus frantically during a real time battle is a stupid idea. If the battle system was fully real time, say with attacks assigned to button combinations like in Devil May Cry, I can really see FF13 truly reinvigorating the franchise and taking it in a new more exciting direction as gameplay. It'd be the Resident Evil 4 breakthrough that finally brings things into the 21st Century.
We're agreed on the upgrading system being atrocious. More to the point, even if you fully upgrade a weapon I don't honestly see an improvement in results in battle. There's no sense of empowerment in it at all, beyond the weapon looking somewhat different (which rocks).
I think that the game's difficulty spikes deserve a mention - I do enjoy that I can die in any fight, like in an action game, but I don't find it impressive when I go from bosses I can smash to ones like the Proudclad, that are just cheap and have no real weaknesses and can't be grind in preparation for. If you want me to like a game, don't make me go back and grind for two hours to upgrade gear, return to the boss and get defeated half a second later than before. It's not a measure of skill, it's not an intelligent system, it's just a waste of my time.
I do think that the story could have been better written, but that's from the perspective of someone who reads real literature, not just trashy genre fiction, so that view may be of less importance to most gamers. Basically, starting the story halfway through and then slowly showing information from earlier on is a great technique if you have a reason to use it, such as characters who don't have memories and slowly remember them (an in-universe reason for it) or characters that will be better loved if not seen at the start (an authorial reason to use it, for strength of story).
Lightning would have been just as well-loved if things had started from the chronological start, and the others could have easily been introduced interestingly enough without randomly appearing in the middle of the action. I think that few people of critical knowledge would like this choice of story structure at all; it is frustrating to digest and feels artificial. It's just a "rule of cool" Japanese story technique, stolen from their pop culture, that looks terrible in execution because of how unnecessary it is.
I think that the linearity was only annoying to anyone who's just too Western to see the point. Those who complain about that are just not who the game is aimed at. But at the same time, I do believe that arriving at Pulse earlier would have made more sense as an emotional appeal to the player, even if you get shoved down a few pipes afterwards.
Thanks for the provocative review. I think that it's good to enjoy FF13 for yourself and not let reviews spoil it for you if you've bought it already. It certainly has its heart in the right place (and that is the most important thing to the gamers that I find interesting as people), I just wanted better execution to bring that heart out and make it sing.
I think that it's just a case of having a silly, half-and-half approached to turn-based versus real-time battling. I have said since they first tried to implement this several FF games ago: making people scroll through menus frantically during a real time battle is a stupid idea. If the battle system was fully real time, say with attacks assigned to button combinations like in Devil May Cry, I can really see FF13 truly reinvigorating the franchise and taking it in a new more exciting direction as gameplay. It'd be the Resident Evil 4 breakthrough that finally brings things into the 21st Century.
We're agreed on the upgrading system being atrocious. More to the point, even if you fully upgrade a weapon I don't honestly see an improvement in results in battle. There's no sense of empowerment in it at all, beyond the weapon looking somewhat different (which rocks).
I think that the game's difficulty spikes deserve a mention - I do enjoy that I can die in any fight, like in an action game, but I don't find it impressive when I go from bosses I can smash to ones like the Proudclad, that are just cheap and have no real weaknesses and can't be grind in preparation for. If you want me to like a game, don't make me go back and grind for two hours to upgrade gear, return to the boss and get defeated half a second later than before. It's not a measure of skill, it's not an intelligent system, it's just a waste of my time.
I do think that the story could have been better written, but that's from the perspective of someone who reads real literature, not just trashy genre fiction, so that view may be of less importance to most gamers. Basically, starting the story halfway through and then slowly showing information from earlier on is a great technique if you have a reason to use it, such as characters who don't have memories and slowly remember them (an in-universe reason for it) or characters that will be better loved if not seen at the start (an authorial reason to use it, for strength of story).
Lightning would have been just as well-loved if things had started from the chronological start, and the others could have easily been introduced interestingly enough without randomly appearing in the middle of the action. I think that few people of critical knowledge would like this choice of story structure at all; it is frustrating to digest and feels artificial. It's just a "rule of cool" Japanese story technique, stolen from their pop culture, that looks terrible in execution because of how unnecessary it is.
I think that the linearity was only annoying to anyone who's just too Western to see the point. Those who complain about that are just not who the game is aimed at. But at the same time, I do believe that arriving at Pulse earlier would have made more sense as an emotional appeal to the player, even if you get shoved down a few pipes afterwards.
Thanks for the provocative review. I think that it's good to enjoy FF13 for yourself and not let reviews spoil it for you if you've bought it already. It certainly has its heart in the right place (and that is the most important thing to the gamers that I find interesting as people), I just wanted better execution to bring that heart out and make it sing.