My one issue with final fantasy 13

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elricik

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I didn't really mind the party splitting up since pretty much every group behaved the same with the combat system. With Vanille and Sazh, I had them both set to medic and commando. With Hope and Lighting I had them both set to medic and commando. So its the same. At least in Final Fantasy 13 I never felt underpowered with the changes. I remember getting stuck during FF10 during the blitz ball tournament battle because the game forced me to fight a boss with Wakka, and I hadn't been training with him for like the entire game. So all I can say is thank god for party experience point gaining.
 

Squirrelwarrior

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There's plenty for me to gripe about regarding this game, but I'll keep it on-topic. The only problem I had with the party splitting up, or, for that matter, not being able to control who was in my party, was that it mostly happens at a point in the game where you don't have too many role options, and the party splits usually leave me using paradigms that aren't especially effective. It's one thing to want me to learn about what each role can do, but isn't it mostly self-explanatory, or at least what isn't self-explanatory was explained in the datalog? It took waaaaay too long for me to be able to control my party makeup and be able to optimize them.

In terms of the story, I guess I could understand why they split up, but didn't it mostly happen because Lightning and Hope were too busy being angsty to really care about anyone but themselves? I mean, sure, they really don't have a real reason yet to want to hang around, but I mean, come on.

regallmighty said:
it almost seems that the game is trying too hard
I felt the same way.
 

omega 616

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May 1, 2009
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Mad Stalin said:
omega 616 said:
I'm glad I avoided this game, all I hear is complaints and "it picks up after 6 hours".

If anything else (including outside of gaming) took 6 hours to "get good" we would abandon it and think what the hell.

I think FF is the only series we would let them get away with it, imagine it with Morrowind/Fallout/any half life the game would have no good reviews.

Thank god the same never happened to MW2, the game would only have 1 hour of good gameplay.
to "get good" at something you need to put 10.000 hours into it or so Illustrated Science claims
I don't mean get good at the game, I mean the game to get good.
 

Harn

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Nov 19, 2009
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Seems to me like the major gripe most people are having is with the storyline... which I can agree with.

I mean, having a good storyline isn't a bad thing, it's almost a necessity if a game [especially an RPG or Adventure] wants to do well, but it seems to me like in FFXIII, the gameplay takes a backseat, and forces players to follow the storyline, essentially depriving them of any ability to play the game as they want to play it. There is no going back and training, no side missions [at least not until waaaay late in the game], and no real hidden challenges. Hell, even the Titan stuff and the Cie'th stones are pretty much handed to you on a silver platter.

The gameplay, if you can call it that, isn't really all that involving either, really, the only input the game gets from the player is moving around the world and hitting a button in combat to tell the game to do everything for you, it's really more an interactive movie than it is a game.

Yes, previous games were very linear and story driven, to the point where if you didn't follow the story, there was pretty much nothing to do, but the important thing was that you had the option, you could choose to run off and spend 3 hours training, or explore a previous dungeon again in case you missed something, or even run around town and take a break from the constant fights [That's another thing with 13, there's nothing to break up the nonstop fights, so it tends to become very dull and repetitive after a while, especially when it comes time to grind out CP].

As Neo once said, "Choice, the problem is choice"
 

Amnestic

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Harn said:
Seems to me like the major gripe most people are having is with the storyline... which I can agree with.

I mean, having a good storyline isn't a bad thing, it's almost a necessity if a game [especially an RPG or Adventure] wants to do well, but it seems to me like in FFXIII, the gameplay takes a backseat, and forces players to follow the storyline, essentially depriving them of any ability to play the game as they want to play it. There is no going back and training, no side missions [at least not until waaaay late in the game], and no real hidden challenges. Hell, even the Titan stuff and the Cie'th stones are pretty much handed to you on a silver platter.

The gameplay, if you can call it that, isn't really all that involving either, really, the only input the game gets from the player is moving around the world and hitting a button in combat to tell the game to do everything for you, it's really more an interactive movie than it is a game.

Yes, previous games were very linear and story driven, to the point where if you didn't follow the story, there was pretty much nothing to do, but the important thing was that you had the option, you could choose to run off and spend 3 hours training, or explore a previous dungeon again in case you missed something, or even run around town and take a break from the constant fights [That's another thing with 13, there's nothing to break up the nonstop fights, so it tends to become very dull and repetitive after a while, especially when it comes time to grind out CP].

As Neo once said, "Choice, the problem is choice"
Translation: Why is this JRPG so like a JRPG? Why isn't it more like a WRPG? Wtf guys? Why did you make a JRPG have a bunch of JRPG aspects?
 

Chrissyluky

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I remember a time where we didn't use the abrvs jrpg and wrpg because development and style does not determine what it is. A jrpg can be built the way it wants as can a wrpg. It would be like calling call of duty a western first person shooter and medal of honor a Japanese first person shooter. Development choices do not determine this and a good developer can certainly pick out what is a bad idea and what is a good idea. Metro 2033 was developed by a ukraine author. Maybe we should call it a ukraine survival horror.
 

Dorian Cornelius Jasper

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Apr 8, 2008
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s69-5 said:
Still trying to get my first Trapezohedron... darn things are impossibly expensive and the monster that drops it is still out of reach for my party. One good stomp and it's game over...
If you have Crystarium Rank 9 unlocked (beat the boss in Oerba but don't leave for Cocoon just yet) then Vanille should have Death. Then you can do the old Death Trick. With Vanille as your leader Summon Hecaton--which instantly disables the Adamantoise--and then cast Vigilance on Vanille. Switch to a Saboteur-heavy Paradigm have Fang debuff the dinoturtle while Vanille spams Death on him.

I was able to farm enough Adamantortoises to buy a Trapezohedron and fully upgrade a weapon that was capable of dismantling into three Trapezohedrons. This was Mark 63, by the way. Got a Genji Glove and a distressingly large number of Gold Nuggets. Some Platinum Ingots, too.

But for some reason, even with a Connoisseur's Catalog, I never got a single Trapezohedron drop.

That bothers me.

And I had fully maxed out every Crystal in the Crystarium's Rank 9, including all secondary Roles, in the process. Not a single Trapezohedron. Granted, I also had a Growth Egg at the time, but this still bothers me.

I got over a million CP and not a single Trapezohedron. I'm holding off on turtle farming until I'm strong enough to kill Long Guis.

...

Also, what's with this thread hating on Snow? He's a big lovable nincompoop who's all talk but means well. And then he gets better.
 

Harn

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Amnestic said:
Translation: Why is this JRPG so like a JRPG? Why isn't it more like a WRPG? Wtf guys? Why did you make a JRPG have a bunch of JRPG aspects?
I don't know whether to respond to this or not... but whatever, I'm bored.

I didn't gripe because it was a JRPG. I like JRPGs. What I said, if you actually read it, was that the game play was almost nonexistent. That the storyline, which, I believe in the second line, I said was a necessity, had taken over the game.

Having a good storyline is good, it's excellent, the storyline is the driving force of an RPG, it's what makes you give a damn about the world and the people in it, and thus makes you want to continue playing, and find out what happens. Which FFXIII couldn't even do right, I never once gave a damn about the world I was saving in 13, why should I have? I never once got to meet the people I was try to save, oh, except when they were trying to kill me, and y'know, the fact that they wanted me dead really, really made me want them to stay alive. I felt more empathy towards the damn Chocobos on pulse than I did for the people of cocoon

What has happened with 13 is that the story has overpowered the other aspects of the game, there is nothing else but the story, the combat isn't involving, you can essentially beat everything by just pressing A (or X) and swapping to heal every few turns, you don't even have to pay attention.

Hell, I farmed CP by taping down my analog stick so I ran around in a large circle and just pressed A while watching TV, essentially, I had to amuse myself while playing a game, does that sound right to you?

game
[geym]adjective,gam·er, gam·est, verb,gamed, gam·ing.
?noun
1.
an amusement or pastime:


I've played every Final Fantasy game [save for XI and select others for which I couldn't be bothered, such as some of the tactics], I've played several Dragon Quest games, played the entire .Hack series, I know what to expect from a JRPG.

As I said, FFXIII acts more like a movie than it does a game, with the computer doing everything for you.
 

CmdrGoob

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Carnagath said:
CmdrGoob said:
And the writing is so bad. Like every second cutscene is some insipid "blahblah can't give up hope" bad motivational speech BS, or some melodramatic attempt at an emotional scene. And it just falls flat when they do it so repetitively.

The first chapter alone is such a trainwreck (pun!) it should be shown to all prospective video game writers as an example of what not to do, and the whole game continues the trend. Are we supposed to care about this conflict we had no introduction to? Are we supposed to immediately care about all these characters they throw at us so abruptly? It's so abrupt like hey, this is the bitchy one and here's the comic relief and that's the ditzy cute girl OK that's the characters introduced, you care about them now, right? (No) Are we supposed to understand all this weird vocabulary we had no introduction to? What, were we expected to sit down an start reading the encylopedia in the middle of what is tonally supposed to be an exciting war sequence? Did anyone even think about what the tone of this sequence is meant to be? Why the hell does the tone jump around from Snow & buddies joking around like it's a football match to civilians getting killed to Vanille prancing around saying "Ciao!" and giggling? Are we meant to be taking this seriously as conflict, when the characters aren't? And most importantly of all, who the hell thought "Moms are tough!" was good dialogue?
I hate to burst your bubble, but every single Final Fantasy game ever made had atrocious dialogue. Some had strong characters (FF12 with the exception of Vaan), some had not so good characters but slightly better stories (FFX), but every single one of them had terrible dialogue. If you are after good dialogue, you are playing the wrong games and should try anything by Tim Schaffer.
I agree, bad dialogue is very common in FF! But FF13 is noticably bad not just in the dialogue. Compare, for exanmple, the beginning of FF13 to FF10 - FF13 is an abrupt mess compared to how FF10 introduces us to the characters and world and sets up the conflict. By the time the beginning is over, we've built up a connection to Tidus (even though he is rather annoying) because we've been following him and we've seen enough to understand his character. Other characters come and go, but we are firmly anchored with the main character, which will pull us through the story. We've also seen a villian (Sin), and have established a firm reason why we want to beat it's ass. We've also started learning the games terminology (Aeon, Fayth etc) at a pace that lets us understand it easily. Compare that to FF13!
 

FinalHeart95

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Oh my God, the ending is incredible.

I'll try to form some sort of opinion once I stop blabbering on about how FUCKING GREAT that ending was.
 

Banana Phone Man

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My brother is playing it and he shares the pain. THe only problem is that I haven't played a single Final Fantasy game ever so none of it makes sence to me. It's good but to me it's very weird.
 

Guy32

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It took me about 14 hours until I got to use Fang, the last character you get, and about 21 hours until I got to choose my party.

It took me 54hrs and 59 min to beat the game, so you got lotsa time.
 

Chrissyluky

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I can imagine a scenario where sarah wakes up 50 years later and snows an old man. Of course making the situation incredibly awkward.
 

Amnestic

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Chrissyluky said:
I can imagine a scenario where sarah wakes up 50 years later and snows an old man. Of course making the situation incredibly awkward.
Eh, not much of a difference to be honest. She already looks like jailbait.

Yes, I know she isn't but she damn well looks it.

Hell, I farmed CP by taping down my analog stick so I ran around in a large circle and just pressed A while watching TV, essentially, I had to amuse myself while playing a game, does that sound right to you?
And you couldn't do that in previous FF games? Really? Hell it was even easier in previous FF games with random battles rather than the setup they have now. Farming has always been mindless spamming of one button. You still can't beat bosses or tougher enemies by mashing the A button, you might actually *gasp* have to work out which abilities to use!

I never once got to meet the people I was try to save, oh, except when they were trying to kill me, and y'know, the fact that they wanted me dead really, really made me want them to stay alive.
Let's see, in FFVII you played as a terrorist organisation, in FFIX you played as a band of thieves on the run from ZE LAW, and in FFX you get excommunicated and hunted by the religion-run government. You should be no stranger to being hunted by the government. It's kind of a staple of the FF series these days.

If you didn't feel any empathy to Cocoon...eh, that's your own fault I guess. I didn't get that, so, eh, whatever.
 

FinalHeart95

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s69-5 said:
FinalHeart95 said:
Oh my God, the ending is incredible.

I'll try to form some sort of opinion once I stop blabbering on about how FUCKING GREAT that ending was.
The imagery was pretty, wasn't it?

The crystalized pillar...
Yeah, but I just absolutely adored the story to this game. The ending just solidified it.

Although a little more on the fate of the people of Cocoon, as well as the Cocoon fal'Cie, would be nice...
 

Weaver

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Apr 28, 2008
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Chrissyluky said:
Still I don't believe I need what I consider the longest tutorial ever made. Characterization is all fine and good but not when it stops the player from having fun.
I hear that about the first HALF of the damn game is like a tutorial O_O