On February 01 2012 17:36 Atreides wrote: My only real complaint so far is the soundtrack. Too much damn vocals wtf...
My opinion on story stuff (no game spoilers its just kind of an anti-rant to the VERY common rants like the post above me) + Show Spoiler +
First off, its much harder to write a good story for an adult than for a kid. This is in my opinion the primary reason for so much nostalgia towards older games. I've played most of them and I honestly don't think that as a whole the story writing was vastly better 10-15 years ago. Some were better some were worse. Probably they were somewhat better on average I guess. The thing is, if you want plot and character development there are much better mediums than video games. I also find it pretty laughable to try to judge the story of a game from the first hour or two of gameplay... like how does that make sense. Just don't do that, I will never think too much of someone who criticizes a game they have never even played out. (I mean some games are so bad you dont finish, but you know what I mean.) Second, in this particular case there is virtually no starting character development because its a sequel; also the one new character is kind of purposely vague but I think they are doing ok job of developing him. (You can complain that FFXIII had a bad story/character development too I suppose, personally I thought it was ok. Pretty weak story and I hated a couple of the characters but I loved the game.) Finally, from format alone the story of this game is sort of cool. I am nowhere close to finishing it so I can't comment overall.
I am not saying its a great story. I've played 6 hours of it. This is more of a general response to the oh so common nostalgia rants.
But really, I read books (lots of them) for great stories/plots/character developments. Pretty graphics are a HUGE part of singleplayer games to me. Unfortunately so are soundtracks and I am not happy with this one. Its great whenever there are no vocals....
P.S. So far every time you are re-introduced to a character from FFXIII they are significantly improved haha.
Seriously the soundtrack though..... la la la... la laaa.... la la la la la for like the last 30 mins I've had the game chilling while I was on my computer. wtf.
If you don't want to read another "rant" don't click this one. Personally I don't think it's a rant as much as an upset fan watching the downfall of a series once great. I don't want to see gaming go backwards in time, quite the contrary. I want to see it progress and evolve (which maybe it has but in my opinion in a poor direction) This is all my opinion, I could be COMPLETELY and utterly wrong. If I am biased and this is all just crazy ranting you let me know. TL;DR at bottom.
Don't get me wrong I do long for games of the old and I love nostalgia. My complaints of FF13 and FF13-2 are not in any way me wanting them to go back to formulas of the past. My complaints are shit storytelling and a larger focus in visual improvements while taking steps backwards everywhere else. (I understand video games are not nearly the best medium for storytelling, but I happen to love the combination of strategy, storytelling, and dexterity. It's engaging and fun!
1. Pixar understands exactly how to establish characters and make the audience care for them. I'm not saying everything they have done is a master piece but UP as well as the uh robot. These movies quickly and effectively establish back story and tug at the audiences heartstrings through a COMBINATION of visual cues, music, and sometimes dialogue. They use everything in concert to draw you into the experience. For some reason Nobuo and a more experienced/successful Director were excluded from 13 and 13-2's development. Huge mistake in my opinion. Nobuo has managed to pull constant success out of his wazoo and I find many of his songs powerful. (Final Fantasy Distant Worlds is a must buy album for Nobuo/ff Music fans) The director is what brings everything together into a cohesive experience, how could you let anyone but the finest take the reigns on a project of such longevity and success? FF 13 and 13-2 (from what I've seen of 2) have elements of a great game but never all at the same time. It's a shame because Square Enix has the resources and capability to make nearly whatever they want within the limitations of the ps3/xbox 360.
Judging the story - Now if you watched the previews and trailers/sneak peaks there is some continuity, you understand that Lightning gets pulled into this alternate dimension somehow. However during the intro you see none of this. Now this isn't to say that you have to tell a story in the sense of ABC. Movies like Memento show how you can escape the traditional formula and come up with something very special. That being said the beginning of ff 13-2 was very jarring. I remember the ending of 13 and where the plot was.Coming into 13-2 I'm thinking what the hell is Lightning wearing, where the hell is she, why is such a strong and independent character praising some god or perished mortal (etro or something?) when she relies on and compliments almost noone? How much time has passed? WHAT THE FUCK IS SHE WEARING? The questions in my mind were endless and all that was provided was more confusion.
No I do not expect you to pull the end of ff 13 and make it start off right there in ff 13 2. I do expect there to be some kind of establishment of the plot besides ALL OUT WAR BECAUSE SOME (strange looking character design) DUDES SISTER/DAUGHTER/LOVER DIED AND NOW HE HAS TO END ALL EXISTANCE (with chaos? looool)!? Really? Ok great so there's some kind of war and the two realms are merging or something. Oh and Serah randomly changes costumes into the sexually inviting schoolgirl/80's side hairdoo. To me it just continues to go downhill in confusion. I'm told it gets better, but so what? Why start off in a rut you have to dig yourself out of? The starting was cheesy and confusing.
Also I invite you to compare the first trilogy of starwars to the prequel. In an amazing and pretty lulzy review
red letter media mentions how much clutter George Lucas starts throwing into every frame. Instead of having the characters and whatever is pertinent to a shot MORE characters are crammed in with MORE explosions with MORE lightsabers. See where I'm going with this? I'm not saying other FF's are perfect. I'm just saying that these ones are going in a poor direction (I think) Some of the visuals in the intro battle with the headband dude were interesting but overall I just thought there were too many explosions or falling buildings or transformers (er I mean gestalts? I think?) onscreen. More stuff does not = better. Although I really like Bahamut in all his incarnations, Why does he suddenly belong to Chaos dude? Is this some kind of impliciation there is a connection between him and fang? These questions continue to arise when doing a direct sequel like this and I just can't see it ending up well. Probably going to be like lost, questions till the end then cop out answer. God did it.
Back on track dammit! I bet that FF 13 and 13-2 have decent plots. Not amazing by any means but decent enough. That being said your plot could be AMAZINGLY well crafted but if your presntation is shit you can't really convey it to your audience can you? In 13 the biggest problems to me were the linear nature of environments as well as the jarring switches from character duo's. It bounced all over the place like a camera man with add and a portal gun. Overall I really loved the idea of FF 13's plot, after I pieced it together I had fun sitting down and pondering. I had more fun thinking about it in my head AFTER the game then I did seeing it unfold IN game. Something is wrong there. If this is what people want, then maybe I am some gaming dinosaur and I should move on. I accept that is a possibility and have no problem with that. I'm just sad that I thought the longer you practice a craft the better you get at it. To me Square Enix is a dying old dog and someone else (perhaps bioware?) will have to take up the mantle of single player storytelling champ.
Last whine is about gameplay. The new way of controlling characters is automated. It's boring and doesn't actually give you any control. You click a defensive mode and HOPE you're characters cast the right spell in the right order. You won't know for sure but even then why do you want the combat done for you? Isn't that a part of why we love ff? To me this turns the game into automated cut scenes. I found this particularly painful in 13. I actually found 13 offensive. It broke my heart to see the game fail so hard and when my room mate came home with 13-2 we both knew it was a mistake on her part to buy it (she admitted this).
Finally to address the nostalgia reference. Yes, I love older games. Do I think those games entranced me more because I played them when I was younger? Hell no, I still play them today! I still find them engrossing and their characters touching. I think society in general has become more shallow and a lot of mainstream entertainment to be watered down. Movies suck, games suck, great musicians are pushed aside for top 100 crap music. Am I nostalgic? Yes. Am I nostalgic because I refuse to embrace change and the future? No I welcome change, but not if looks like a mixture of Jersey Shore/transformers and sounds like Lady Gaga I'd rather live like a hermit.
tl;dr
Great plot is nothing without great presentation, ff 13 didn't have it, 13-2 doesn't seem like it has it. Music is integral to these games and evoking emotion, Nobuo didn't do the music. Huge mistake. Games are meant to be played and 13/13-2 seem more and more automated. This is weird and awkward. I'll watch a movie if I want to sit back and do nothing. I HATE YOU SQUARE ENIX GIVE ME BACK SQUARESOFT! Change is important for growth but the growth I've seen lately is cancerous.
just one point -
"for some reason nobuo was excluded" and not including him was a "huge mistake"? nobuo left squaresoft 7 years ago to start freelancing because he wanted to spend more time working on other stuff besides FF music. OR, if you read between the lines: he was starting to get tired of being forced by square enix to write the same shit over and over; if you pay close attention to the music the degradation in quality actually shows more and more in every game starting with FF7. 11 was the last game he wrote for as an employee of square, and even then he was heavily relying on his two subordinates. (interestingly enough, he chose writing the full score for 14 as opposed to just the single main theme for 13, for whatever reasons.)
so either way squareenix loses on this front - either they blow a lot of time and money trying to convince nobuo to come back for the "big titles" that he might not even want to work on (and thus make shitty music), or they get someone else with a different style and musical direction that no one likes just because he's not nobuo, even if he does show promise. tbh masashi hamauzu's work falls a bit short of expectation now, but his work does have some potential.
so, do your research before you say something silly like "why couldn't they have gotten nobuo?" the short answer is, he didn't want to.
RIP my personal favourite and inspiring music of pre-FF 8 Nobuo. Seriously, after 8 all of them sounded shittier to me, not many songs that I will always remember by. Oh well, time to stalk Nobuo and see what he has made so far outside FF :D
Sorry I used the Dissidia track cus I slightly like modernization better. But it was legendary hearing it from its original soundtrack.
On February 01 2012 17:36 Atreides wrote: My only real complaint so far is the soundtrack. Too much damn vocals wtf...
My opinion on story stuff (no game spoilers its just kind of an anti-rant to the VERY common rants like the post above me) + Show Spoiler +
First off, its much harder to write a good story for an adult than for a kid. This is in my opinion the primary reason for so much nostalgia towards older games. I've played most of them and I honestly don't think that as a whole the story writing was vastly better 10-15 years ago. Some were better some were worse. Probably they were somewhat better on average I guess. The thing is, if you want plot and character development there are much better mediums than video games. I also find it pretty laughable to try to judge the story of a game from the first hour or two of gameplay... like how does that make sense. Just don't do that, I will never think too much of someone who criticizes a game they have never even played out. (I mean some games are so bad you dont finish, but you know what I mean.) Second, in this particular case there is virtually no starting character development because its a sequel; also the one new character is kind of purposely vague but I think they are doing ok job of developing him. (You can complain that FFXIII had a bad story/character development too I suppose, personally I thought it was ok. Pretty weak story and I hated a couple of the characters but I loved the game.) Finally, from format alone the story of this game is sort of cool. I am nowhere close to finishing it so I can't comment overall.
I am not saying its a great story. I've played 6 hours of it. This is more of a general response to the oh so common nostalgia rants.
But really, I read books (lots of them) for great stories/plots/character developments. Pretty graphics are a HUGE part of singleplayer games to me. Unfortunately so are soundtracks and I am not happy with this one. Its great whenever there are no vocals....
P.S. So far every time you are re-introduced to a character from FFXIII they are significantly improved haha.
Seriously the soundtrack though..... la la la... la laaa.... la la la la la for like the last 30 mins I've had the game chilling while I was on my computer. wtf.
If you don't want to read another "rant" don't click this one. Personally I don't think it's a rant as much as an upset fan watching the downfall of a series once great. I don't want to see gaming go backwards in time, quite the contrary. I want to see it progress and evolve (which maybe it has but in my opinion in a poor direction) This is all my opinion, I could be COMPLETELY and utterly wrong. If I am biased and this is all just crazy ranting you let me know. TL;DR at bottom.
Don't get me wrong I do long for games of the old and I love nostalgia. My complaints of FF13 and FF13-2 are not in any way me wanting them to go back to formulas of the past. My complaints are shit storytelling and a larger focus in visual improvements while taking steps backwards everywhere else. (I understand video games are not nearly the best medium for storytelling, but I happen to love the combination of strategy, storytelling, and dexterity. It's engaging and fun!
1. Pixar understands exactly how to establish characters and make the audience care for them. I'm not saying everything they have done is a master piece but UP as well as the uh robot. These movies quickly and effectively establish back story and tug at the audiences heartstrings through a COMBINATION of visual cues, music, and sometimes dialogue. They use everything in concert to draw you into the experience. For some reason Nobuo and a more experienced/successful Director were excluded from 13 and 13-2's development. Huge mistake in my opinion. Nobuo has managed to pull constant success out of his wazoo and I find many of his songs powerful. (Final Fantasy Distant Worlds is a must buy album for Nobuo/ff Music fans) The director is what brings everything together into a cohesive experience, how could you let anyone but the finest take the reigns on a project of such longevity and success? FF 13 and 13-2 (from what I've seen of 2) have elements of a great game but never all at the same time. It's a shame because Square Enix has the resources and capability to make nearly whatever they want within the limitations of the ps3/xbox 360.
Judging the story - Now if you watched the previews and trailers/sneak peaks there is some continuity, you understand that Lightning gets pulled into this alternate dimension somehow. However during the intro you see none of this. Now this isn't to say that you have to tell a story in the sense of ABC. Movies like Memento show how you can escape the traditional formula and come up with something very special. That being said the beginning of ff 13-2 was very jarring. I remember the ending of 13 and where the plot was.Coming into 13-2 I'm thinking what the hell is Lightning wearing, where the hell is she, why is such a strong and independent character praising some god or perished mortal (etro or something?) when she relies on and compliments almost noone? How much time has passed? WHAT THE FUCK IS SHE WEARING? The questions in my mind were endless and all that was provided was more confusion.
No I do not expect you to pull the end of ff 13 and make it start off right there in ff 13 2. I do expect there to be some kind of establishment of the plot besides ALL OUT WAR BECAUSE SOME (strange looking character design) DUDES SISTER/DAUGHTER/LOVER DIED AND NOW HE HAS TO END ALL EXISTANCE (with chaos? looool)!? Really? Ok great so there's some kind of war and the two realms are merging or something. Oh and Serah randomly changes costumes into the sexually inviting schoolgirl/80's side hairdoo. To me it just continues to go downhill in confusion. I'm told it gets better, but so what? Why start off in a rut you have to dig yourself out of? The starting was cheesy and confusing.
Also I invite you to compare the first trilogy of starwars to the prequel. In an amazing and pretty lulzy review
red letter media mentions how much clutter George Lucas starts throwing into every frame. Instead of having the characters and whatever is pertinent to a shot MORE characters are crammed in with MORE explosions with MORE lightsabers. See where I'm going with this? I'm not saying other FF's are perfect. I'm just saying that these ones are going in a poor direction (I think) Some of the visuals in the intro battle with the headband dude were interesting but overall I just thought there were too many explosions or falling buildings or transformers (er I mean gestalts? I think?) onscreen. More stuff does not = better. Although I really like Bahamut in all his incarnations, Why does he suddenly belong to Chaos dude? Is this some kind of impliciation there is a connection between him and fang? These questions continue to arise when doing a direct sequel like this and I just can't see it ending up well. Probably going to be like lost, questions till the end then cop out answer. God did it.
Back on track dammit! I bet that FF 13 and 13-2 have decent plots. Not amazing by any means but decent enough. That being said your plot could be AMAZINGLY well crafted but if your presntation is shit you can't really convey it to your audience can you? In 13 the biggest problems to me were the linear nature of environments as well as the jarring switches from character duo's. It bounced all over the place like a camera man with add and a portal gun. Overall I really loved the idea of FF 13's plot, after I pieced it together I had fun sitting down and pondering. I had more fun thinking about it in my head AFTER the game then I did seeing it unfold IN game. Something is wrong there. If this is what people want, then maybe I am some gaming dinosaur and I should move on. I accept that is a possibility and have no problem with that. I'm just sad that I thought the longer you practice a craft the better you get at it. To me Square Enix is a dying old dog and someone else (perhaps bioware?) will have to take up the mantle of single player storytelling champ.
Last whine is about gameplay. The new way of controlling characters is automated. It's boring and doesn't actually give you any control. You click a defensive mode and HOPE you're characters cast the right spell in the right order. You won't know for sure but even then why do you want the combat done for you? Isn't that a part of why we love ff? To me this turns the game into automated cut scenes. I found this particularly painful in 13. I actually found 13 offensive. It broke my heart to see the game fail so hard and when my room mate came home with 13-2 we both knew it was a mistake on her part to buy it (she admitted this).
Finally to address the nostalgia reference. Yes, I love older games. Do I think those games entranced me more because I played them when I was younger? Hell no, I still play them today! I still find them engrossing and their characters touching. I think society in general has become more shallow and a lot of mainstream entertainment to be watered down. Movies suck, games suck, great musicians are pushed aside for top 100 crap music. Am I nostalgic? Yes. Am I nostalgic because I refuse to embrace change and the future? No I welcome change, but not if looks like a mixture of Jersey Shore/transformers and sounds like Lady Gaga I'd rather live like a hermit.
tl;dr
Great plot is nothing without great presentation, ff 13 didn't have it, 13-2 doesn't seem like it has it. Music is integral to these games and evoking emotion, Nobuo didn't do the music. Huge mistake. Games are meant to be played and 13/13-2 seem more and more automated. This is weird and awkward. I'll watch a movie if I want to sit back and do nothing. I HATE YOU SQUARE ENIX GIVE ME BACK SQUARESOFT! Change is important for growth but the growth I've seen lately is cancerous.
just one point -
"for some reason nobuo was excluded" and not including him was a "huge mistake"? nobuo left squaresoft 7 years ago to start freelancing because he wanted to spend more time working on other stuff besides FF music. OR, if you read between the lines: he was starting to get tired of being forced by square enix to write the same shit over and over; if you pay close attention to the music the degradation in quality actually shows more and more in every game starting with FF7. 11 was the last game he wrote for as an employee of square, and even then he was heavily relying on his two subordinates. (interestingly enough, he chose writing the full score for 14 as opposed to just the single main theme for 13, for whatever reasons.)
so either way squareenix loses on this front - either they blow a lot of time and money trying to convince nobuo to come back for the "big titles" that he might not even want to work on (and thus make shitty music), or they get someone else with a different style and musical direction that no one likes just because he's not nobuo, even if he does show promise. tbh masashi hamauzu's work falls a bit short of expectation now, but his work does have some potential.
so, do your research before you say something silly like "why couldn't they have gotten nobuo?" the short answer is, he didn't want to.
uhmm, it's kinda ironic when you tell other people to do their research when you clearly haven't. The ending theme in 13 is not composed by nobuo, it was composed by masashi. The theme song you're talking about prob is Kiss Me Goodbye in 12, which is the only song Nobuo composed for the game. About your "reading between the line", i doubt it's because he doesn't want to compose the same song again, it was rather finding new challenge in a new environment, and Square was simply looking for a long term option instead of not being able to convince Nobuo. Proof is he composed the OST for Sakaguchi's new game "The Last Story" and 14 as you mentioned.
Edit: And i actually didn't know what the fuck you were on about composing the same thing again. Nobuo has stated it himself that he has always composed OST for each game with a different style.
Where in his post does he say that Nobuo wrote the ending theme for XIII? lol...
People need to learn to read before launching themselves into internet hero mode....
"interestingly enough, he chose writing the full score for 14 as opposed to just the single main theme for 13, for whatever reasons"
Exactly. Where does he say end theme?
Not to mention that an argument could be made that when he says "...as opposed to just the single main theme...." he is saying he chose to "do all of 14 instead of just the main theme for 13", which would make sense considering, prior to XIV, the last time Uematsu did the whole score for an FF game was IX.
I just have to put my 2 cents on having played this thoroughly since the day it came out and beating it.
The story is what you expect being a sequel to XIII. If you didn't like XIII, you won't like XIII-2.
The combat is... interesting. Either creatures kill you/your party member/monster in one hit, forcing you to spam Pheonix Down/Raise on them, or you just roll straight over them. In XIII, I had parts where I genuinely got stuck for a bit until I figured something out. (The Odin fight comes to mind predominantly...) However, in XIII-2, I did not get stuck as the only creatures that really killed me completely were just random encounters that hit really hard. At no boss encounter did I get stuck. As has been pointed out, once you break a certain point you can roll right over the whole game with COM/RAV/RAV, with maybe SEN/MED/MED and SYN/MED/MED for bosses. You only need those 3 paradigms the whole time... I never once used SAB and I even tried that out in XIII. I don't even know if it's any good in this one, I didn't even unlock it or use a monster with it.
The progression.. I like the layout of Historia Crux and the time travel part but it seems lazy that there are only a few locales and those are repeated in different periods (Yassif Maschas....) The Crystarium... just sucks compared to XIII. I actually liked it in XIII but in this game I don't have to make any choice beyond "make this class stronger". I don't get to pick smaller branches or anything of the sort. Equipment is the same as before so I can't complain there.
The monster control system seems lazy. So there are only 2 characters I can control and have any influence on... I know of another game that did the same thing in its sequel, Tales of Symphonia. The first one was amazing... the sequel was not quite as much, because they tried to be innovative and introduce a monster taming system. Now I don't mean to say that the monster system is the downfall of either game, as it's still interesting and both Tales and FF13-2 are still good games, it's just that I wanted more character depth and I get 0 of that from monsters.
Overall I still liked it but it's not the thing I wanted to return FF to what it once was. And I might be looking through rose-colored glasses, but I still play older FFs regularly either on emulator, or the ones I still own, and I've played them all and still do.
On February 01 2012 17:36 Atreides wrote: My only real complaint so far is the soundtrack. Too much damn vocals wtf...
My opinion on story stuff (no game spoilers its just kind of an anti-rant to the VERY common rants like the post above me) + Show Spoiler +
First off, its much harder to write a good story for an adult than for a kid. This is in my opinion the primary reason for so much nostalgia towards older games. I've played most of them and I honestly don't think that as a whole the story writing was vastly better 10-15 years ago. Some were better some were worse. Probably they were somewhat better on average I guess. The thing is, if you want plot and character development there are much better mediums than video games. I also find it pretty laughable to try to judge the story of a game from the first hour or two of gameplay... like how does that make sense. Just don't do that, I will never think too much of someone who criticizes a game they have never even played out. (I mean some games are so bad you dont finish, but you know what I mean.) Second, in this particular case there is virtually no starting character development because its a sequel; also the one new character is kind of purposely vague but I think they are doing ok job of developing him. (You can complain that FFXIII had a bad story/character development too I suppose, personally I thought it was ok. Pretty weak story and I hated a couple of the characters but I loved the game.) Finally, from format alone the story of this game is sort of cool. I am nowhere close to finishing it so I can't comment overall.
I am not saying its a great story. I've played 6 hours of it. This is more of a general response to the oh so common nostalgia rants.
But really, I read books (lots of them) for great stories/plots/character developments. Pretty graphics are a HUGE part of singleplayer games to me. Unfortunately so are soundtracks and I am not happy with this one. Its great whenever there are no vocals....
P.S. So far every time you are re-introduced to a character from FFXIII they are significantly improved haha.
Seriously the soundtrack though..... la la la... la laaa.... la la la la la for like the last 30 mins I've had the game chilling while I was on my computer. wtf.
If you don't want to read another "rant" don't click this one. Personally I don't think it's a rant as much as an upset fan watching the downfall of a series once great. I don't want to see gaming go backwards in time, quite the contrary. I want to see it progress and evolve (which maybe it has but in my opinion in a poor direction) This is all my opinion, I could be COMPLETELY and utterly wrong. If I am biased and this is all just crazy ranting you let me know. TL;DR at bottom.
Don't get me wrong I do long for games of the old and I love nostalgia. My complaints of FF13 and FF13-2 are not in any way me wanting them to go back to formulas of the past. My complaints are shit storytelling and a larger focus in visual improvements while taking steps backwards everywhere else. (I understand video games are not nearly the best medium for storytelling, but I happen to love the combination of strategy, storytelling, and dexterity. It's engaging and fun!
1. Pixar understands exactly how to establish characters and make the audience care for them. I'm not saying everything they have done is a master piece but UP as well as the uh robot. These movies quickly and effectively establish back story and tug at the audiences heartstrings through a COMBINATION of visual cues, music, and sometimes dialogue. They use everything in concert to draw you into the experience. For some reason Nobuo and a more experienced/successful Director were excluded from 13 and 13-2's development. Huge mistake in my opinion. Nobuo has managed to pull constant success out of his wazoo and I find many of his songs powerful. (Final Fantasy Distant Worlds is a must buy album for Nobuo/ff Music fans) The director is what brings everything together into a cohesive experience, how could you let anyone but the finest take the reigns on a project of such longevity and success? FF 13 and 13-2 (from what I've seen of 2) have elements of a great game but never all at the same time. It's a shame because Square Enix has the resources and capability to make nearly whatever they want within the limitations of the ps3/xbox 360.
Judging the story - Now if you watched the previews and trailers/sneak peaks there is some continuity, you understand that Lightning gets pulled into this alternate dimension somehow. However during the intro you see none of this. Now this isn't to say that you have to tell a story in the sense of ABC. Movies like Memento show how you can escape the traditional formula and come up with something very special. That being said the beginning of ff 13-2 was very jarring. I remember the ending of 13 and where the plot was.Coming into 13-2 I'm thinking what the hell is Lightning wearing, where the hell is she, why is such a strong and independent character praising some god or perished mortal (etro or something?) when she relies on and compliments almost noone? How much time has passed? WHAT THE FUCK IS SHE WEARING? The questions in my mind were endless and all that was provided was more confusion.
No I do not expect you to pull the end of ff 13 and make it start off right there in ff 13 2. I do expect there to be some kind of establishment of the plot besides ALL OUT WAR BECAUSE SOME (strange looking character design) DUDES SISTER/DAUGHTER/LOVER DIED AND NOW HE HAS TO END ALL EXISTANCE (with chaos? looool)!? Really? Ok great so there's some kind of war and the two realms are merging or something. Oh and Serah randomly changes costumes into the sexually inviting schoolgirl/80's side hairdoo. To me it just continues to go downhill in confusion. I'm told it gets better, but so what? Why start off in a rut you have to dig yourself out of? The starting was cheesy and confusing.
Also I invite you to compare the first trilogy of starwars to the prequel. In an amazing and pretty lulzy review
red letter media mentions how much clutter George Lucas starts throwing into every frame. Instead of having the characters and whatever is pertinent to a shot MORE characters are crammed in with MORE explosions with MORE lightsabers. See where I'm going with this? I'm not saying other FF's are perfect. I'm just saying that these ones are going in a poor direction (I think) Some of the visuals in the intro battle with the headband dude were interesting but overall I just thought there were too many explosions or falling buildings or transformers (er I mean gestalts? I think?) onscreen. More stuff does not = better. Although I really like Bahamut in all his incarnations, Why does he suddenly belong to Chaos dude? Is this some kind of impliciation there is a connection between him and fang? These questions continue to arise when doing a direct sequel like this and I just can't see it ending up well. Probably going to be like lost, questions till the end then cop out answer. God did it.
Back on track dammit! I bet that FF 13 and 13-2 have decent plots. Not amazing by any means but decent enough. That being said your plot could be AMAZINGLY well crafted but if your presntation is shit you can't really convey it to your audience can you? In 13 the biggest problems to me were the linear nature of environments as well as the jarring switches from character duo's. It bounced all over the place like a camera man with add and a portal gun. Overall I really loved the idea of FF 13's plot, after I pieced it together I had fun sitting down and pondering. I had more fun thinking about it in my head AFTER the game then I did seeing it unfold IN game. Something is wrong there. If this is what people want, then maybe I am some gaming dinosaur and I should move on. I accept that is a possibility and have no problem with that. I'm just sad that I thought the longer you practice a craft the better you get at it. To me Square Enix is a dying old dog and someone else (perhaps bioware?) will have to take up the mantle of single player storytelling champ.
Last whine is about gameplay. The new way of controlling characters is automated. It's boring and doesn't actually give you any control. You click a defensive mode and HOPE you're characters cast the right spell in the right order. You won't know for sure but even then why do you want the combat done for you? Isn't that a part of why we love ff? To me this turns the game into automated cut scenes. I found this particularly painful in 13. I actually found 13 offensive. It broke my heart to see the game fail so hard and when my room mate came home with 13-2 we both knew it was a mistake on her part to buy it (she admitted this).
Finally to address the nostalgia reference. Yes, I love older games. Do I think those games entranced me more because I played them when I was younger? Hell no, I still play them today! I still find them engrossing and their characters touching. I think society in general has become more shallow and a lot of mainstream entertainment to be watered down. Movies suck, games suck, great musicians are pushed aside for top 100 crap music. Am I nostalgic? Yes. Am I nostalgic because I refuse to embrace change and the future? No I welcome change, but not if looks like a mixture of Jersey Shore/transformers and sounds like Lady Gaga I'd rather live like a hermit.
tl;dr
Great plot is nothing without great presentation, ff 13 didn't have it, 13-2 doesn't seem like it has it. Music is integral to these games and evoking emotion, Nobuo didn't do the music. Huge mistake. Games are meant to be played and 13/13-2 seem more and more automated. This is weird and awkward. I'll watch a movie if I want to sit back and do nothing. I HATE YOU SQUARE ENIX GIVE ME BACK SQUARESOFT! Change is important for growth but the growth I've seen lately is cancerous.
just one point -
"for some reason nobuo was excluded" and not including him was a "huge mistake"? nobuo left squaresoft 7 years ago to start freelancing because he wanted to spend more time working on other stuff besides FF music. OR, if you read between the lines: he was starting to get tired of being forced by square enix to write the same shit over and over; if you pay close attention to the music the degradation in quality actually shows more and more in every game starting with FF7. 11 was the last game he wrote for as an employee of square, and even then he was heavily relying on his two subordinates. (interestingly enough, he chose writing the full score for 14 as opposed to just the single main theme for 13, for whatever reasons.)
so either way squareenix loses on this front - either they blow a lot of time and money trying to convince nobuo to come back for the "big titles" that he might not even want to work on (and thus make shitty music), or they get someone else with a different style and musical direction that no one likes just because he's not nobuo, even if he does show promise. tbh masashi hamauzu's work falls a bit short of expectation now, but his work does have some potential.
so, do your research before you say something silly like "why couldn't they have gotten nobuo?" the short answer is, he didn't want to.
uhmm, it's kinda ironic when you tell other people to do their research when you clearly haven't. The ending theme in 13 is not composed by nobuo, it was composed by masashi. The theme song you're talking about prob is Kiss Me Goodbye in 12, which is the only song Nobuo composed for the game. About your "reading between the line", i doubt it's because he doesn't want to compose the same song again, it was rather finding new challenge in a new environment, and Square was simply looking for a long term option instead of not being able to convince Nobuo. Proof is he composed the OST for Sakaguchi's new game "The Last Story" and 14 as you mentioned.
Edit: And i actually didn't know what the fuck you were on about composing the same thing again. Nobuo has stated it himself that he has always composed OST for each game with a different style.
Where in his post does he say that Nobuo wrote the ending theme for XIII? lol...
People need to learn to read before launching themselves into internet hero mode....
"interestingly enough, he chose writing the full score for 14 as opposed to just the single main theme for 13, for whatever reasons"
Exactly. Where does he say end theme?
Not to mention that an argument could be made that when he says "...as opposed to just the single main theme...." he is saying he chose to "do all of 14 instead of just the main theme for 13", which would make sense considering, prior to XIV, the last time Uematsu did the whole score for an FF game was IX.
If you have actually played both 12 and 13, you should know what he meant by that, no need for nitpicking words.
On February 06 2012 13:59 Soft`Soap wrote: wow wow wow hold the phone if we're going to get into the best final fantasy songs FF VI has the best soundtrack- HANDS DOWN
I also loved the Ghost Train. But I think Final Fantasy 9 had the best music of the Final Fantasy series. This song in particular sticks out to me. Open it in a new tab, please, and let it play all the way through.
Played it pretty much all weekend and so far, my only real complaint is how easy the game is. Seriously, I do like 75% of the fights with 3 COM mass aoe kill everything in 5-10 seconds. That's a bit disappointing considering XIII was perfect on that point. Other than that, game is really cool, loving everything else, even the music (that metal version of the Chocobo song kicks ass!). I just hope that the game gets harder towards the end.
I thought that I was going to hate the soundtrack but they did a marvelous job. One of the best game sound tracks I've heard, especially in the past 5 years.
Sick post <3 The XIII boss battle theme is also imo the best boss theme of the serie, with the XII battle theme which was great. It really gives chills, sick post.
The trailer just reminded me so vividly why I stopped playing FFXIII 30 hours in... Why, Square Enix, why not just make japanese audio dlc for xbox or something... I mean, I want to love your games but you make it so hard :'(
Seriously, fuck american dubs on japanese games...
I really cannot wait until Final Fantasy Versus comes out...it looks like its going to be SO fucking bad ass. Although 13 wasn't bad per se, it was just so ridiculously long. I just couldn't commit because if I remember correctly, SC2 had just come out.
I did like the battle system of 13 though.
EDIT: Yeah I agree, the English dubs are usually so bad compared to the Japanese ones. I love it when the game gives me the option of listening to the Japanese. Ever since I was a little kid who was into Dragon Ball, I've found the Japanese voice acting to be totally superior. Its kind of like listening to the Korean language versions of the GSL matches...theres just something about the way they do it that is just so much more passionate, so much more life. The English translation of the Japanese was so bad because they had to choose these totally kindergarten word choices when they were swearing in the original Japanese. For instance, a close friend would be killed by some evil maniac only to have the character witnessing it say, "Darn you!"
On February 06 2012 13:59 Soft`Soap wrote: wow wow wow hold the phone if we're going to get into the best final fantasy songs FF VI has the best soundtrack- HANDS DOWN
My 3 fav songs from in there, but there are a lot of other good ones like the ghost train or w.e
I picked this up this past weekend and have put in some hours. So far, I love the game. I think they fixed a lot of the problems people had with 13. One aspect I especially like is the current incarnation of the Crystarium. First off, it's not level-locked like in 13. If you want to grind out enough xp to pick up your favorite skill, you can, whenever you feel like it. Second, there are major branching points in terms of character development, based on what you pick up with your Crystarium expansion bonuses. You can snag extra ATB bars early on for burst and more actions, open new roles, or make your existing role bonuses stronger. Finally, and I didn't even realize this until about 3 hours in, your choices at each node affect your character's future. There are little crystals and big crystals. When you use the big crystals, you get whatever is coming in the role progression selected, but you also get a bonus based on the role. Little crystals just give you the normal role progression bonus or skill. Big crystals to your Ravager advancement yield an extra bonus to magic. If you spend a big crystal on Commando instead, you get an extra bonus to strength. So if you save all your big crystals for Ravager advancement, and use the little ones on Com/Sen, you'll end up with a capable magic specialist. If you instead power straight through the Ravager tree, you'll pick up your skills sooner, but as you flesh out the other roles (big crystals included) your stats will shift a little towards strength and hp.
I like the monster system too. Their crystarium is fun, again because you get different results based on how you get to the end of the tree. Spend potent crystals and you'll get a well-rounded stat boost. Spend mana crystals and you'll get a more magic-focused critter. Early on, your selections are limited, so you'll probably end up dumping whatever you can find into your critters, but I can see myself coming back later to create all kinds of focused critters. Infusion is interesting too, since it gives such a wide variety of finished products. You can boost specific resistances, stats, pick up key abilities, etc.
Well into the post game, and so I'm comfortable sharing my review. Hope it's helpful to those on the fence, and I'm always done for some more discussion!
The second attempt to append the '-2' to a Final Fantasy title launches in a fashion even more ridiculous than what fans may remember of Square's first stab at the idea. Instead of Final Fantasy X-2's summoner turned pop star, however, Final Fantasy XIII-2 sings to a more serious opening tune. A spectacular sequence of CGI and admirably done interactive action scenes -- tightly woven around composer Masashi Hamauzu's yearning violin and orchestra -- reacquaints players with Lightning, the heroine of their previous adventure. But she's a different Lightning, a woman now adorned with plate armor, a shield, and a cloak of feathers draping at her side -- a divine soldier of sorts. It would seem her ending was not the happy one everyone had witnessed before the credits rolled. Instead she faces a new foe, a purple haired man (to rival her pink) who expresses a grim wish for destruction, clashing swords on the outskirts of the universe.
Cinematic action sequences offer intense and potentially branching outcomes in a handful of the game's more epic encounters.
Awakened by visions of this supernatural confrontation, Serah -- Lightning's younger sister and Snow's fiancé, should players recall -- finds her quiet coastal village suddenly under siege by monsters from another time period. A new friend appears amongst the confusion, a young man by the name of Noel Kreiss. He carries a warning from an apocalyptic future that he himself is all too familiar with, and a plea for help from Lightning in trying to save it. As they speak, the timeline of the world is turning onto itself, creating paradoxes (contradictions) in various time periods. A series of time gates also appear, devices Serah and Noel must use to steer the world away from destruction.
The two characters have surprisingly approachable personalities, are well voiced, and keep the player on track with a story full of silly pseudoscience terminology. Sometimes the game feels like it's dumbing down its own plot a bit too heavily in this regard, spelling out and repeating concepts several times over (an excellent drinking game). Most of the cutscenes then, do end up being elementary back and forth conversations between Serah and Noel, lacking much action until the ending segments. It still proceeds at an interesting pace, taking a well mannered approach by allowing players to select occasional dialogue choices to pursue information that puzzles them.
An older Hope proves to be a central cameo in XIII-2, and he earns the role.
The sappy nature of Final Fantasy is all still there, of course, the best and the worst of it. Serah is quite sincere in a warm way, and Noel's cheesy, Tom Cruise like aura can easily bring out the occasional smirk. But unfortunately, eyes will surely roll to the ceiling whenever Lightning speaks, often having to chime in with a solemn monologue at the end of each scene, narrating from the beyond in some awful kind of poetry. It's an overdone pep talk of not giving up hope, leaving the past behind, and moving forward that the game won't stop repeating; even in the vocals of some poppy music tracks for certain environments.
Fielding the message much more gracefully is the universe itself, with XIII-2 rserving a respectable piece of its predecessor's beautiful presentation. The game begins in the beachside town of New Bodhum, a place that warmly conveys the efforts of mankind to recreate the lives and memories they had within Cocoon, all while adapting to hardships of the real world. The image of Cocoon held up by Vanille and Fang's crystal pillar in the night sky makes an excellent visual backdrop here, a reminder of the past, and a valuable lesson to the future. What follows is one of Square's most open-ended entries to the Final Fantasy franchise, a game lovingly built to give players unprecedented access to a world they had only scraped the surface of before.
Few areas live up to the visual bar raised by XIII, but the astonishing city of Academia stands above all the rest.
Serah and Noel will quickly leave the New Bodhum of the year 3 AF, and revisit locales of the game's predecessor, many of them fully re-imagined and changed by the flow of time. The experiences therein are both nostalgic and wholesome, a memoir and playground for those returning. Players will swing vine to vine through the Sunleth Waterscape, return to the Archelyte Steppe when it was first inhabited by nomadic hunters, and revisit areas that still carry the emotional weight from the events of XIII -- with frequent nods to its original soundtrack. And there are new areas to see as well, some dark and apocalyptic, others teeming with life and civilization. In one such optimistic timeline is the existence Academia, a sprawling futuristic city that has to be Final Fantasy XIII-2's crowning artistic achievement for its expansiveness and absurd attention to detail.
Clumsily exiting each time gate, Serah and Noel casually wipe the dirt off their knees before setting out to solve the paradox of each area -- finding what doesn't belong. But sometimes there are missing items that should belong, and thus the premise for XIII-2's grand easter egg hunt is set. Serah's magical sidekick, Mog, is the key to finding these items of interest; devices or treasure phased out of the current timeline. They are recognizable by their skirting level of transparent camouflage, lining the nooks and crannies of all environments. It's a shameless addiction, where coming across hidden treasure often by accident is always a welcome surprise, and motivation to keep the eyes squinted. Mog will light up with a pinkish glow if he senses anything nearby, and he'll also leap into Serah's arms as a nifty bow-sword when enemies suddenly appear. Random encounters are back.
Noel gives Mog a good toss to some hard to reach treasure. Hearing the little guy cry never gets old.
Yes, back and exceptionally executed, offering a simple solution to the frustrating instant battle screens that have sometimes haunted RPGs of the past. Enemies are instead seen before being engaged, surrounding Serah and Noel but giving them ample time to weigh options. A timer appears, and this prompts an opportunity to enter the battle screen with a pre-emptive strike, and also one to simply keep running until the aggressors are left behind. The first strike opportunity proves invaluable, as achieving the 5 star battle performance rating actually has meaning in XIII-2, yielding higher drop rates for both normal and rare loot to players who perform well in combat. And now that players can both see and run away from most enemies, it makes seeking and capturing ones not already owned a painless affair.
Monster hunting is one of the biggest new pulls to the XIII universe, and XIII-2's most rewarding aspect. Practically anything encountered in the game -- from tiny gooey flan creatures, to a menacing behemoth, to a giant cactuar creature -- is useable as a 3rd wheel to Serah and Noel's battle party. Obtaining one is as simple as defeating it and hoping it goes into inventory, but finding personal favorites and rarities is where the fun lies; each monster specializing under a certain role players of XIII will be most familiar with. A creature's primary use may also be as fodder for infusion, essentially letting one monster consume another for its abilities -- a powerful tool for those who delve more deeply. Lastly, each creature also has its own unique feral link ability, a powerful skill that can turn the tide of tight battles, reminiscent the character overdrives of Final Fantasy X.
A shallow but harmless throwback to Final Fantasy VII, captured chocbos can be raced for useful prizes
And so the combat is of the same handsome design of its predecessor's, and with monsters simply being a stand-in for a 3rd human member, it's easy to get right back on track. The combat is again structured around building the gauge bars above enemies until they Stagger, creating an exciting opportunity to deal maximum damage. With reactionary precision, players are to change their party between offensive paradigms to build the gauges, while mitigating damage from real-time attacks by switching to a more defensive approach. Keeping the offense alive and the party healthy is a potentially intense affair players of Final Fantasy XIII need not be reminded of, nor of its visual splendor. XIII-2 also manages to fix the slumping endurance encounters of the past with quicker battles and a faster introduction to the fully working system. But it also introduces new problems, carrying itself through a painfully easy plot line.
The new paradigm tuning allows players to slightly manipulate the A.I. more to their liking.
This arises from the fact that Final Fantasy XIII-2 is extremely fragile with its open approach to progression. The Crystarium does indeed return as a model to pour experience points into, and perhaps its new interpretation will initially feel more rewarding than XIII's. But It is all too abusable this time around, and while farming a powerful party panders to the enjoyment of certain RPG gamers, it shouldn't be so simple to achieve by complete accident.
Exorbitant amounts of experience points simply roll in, especially if a player -- even for a moment -- gives into the temptation of additional monster hunting and sidequests. The Crsyatirum then offers paths for characters to take at each level -- a choice to open up a tree for another role (i.e. Sentinel), to add another attack to the time gauge, or to expand accessory capacity -- but experienced RPG players will logically step back and see right through the charade. Expanding to more roles early on is flatly unintelligent given that monsters collected can fill the gaps for a missing Saboteur, Synergist, etc... Focusing on 1-2 roles before harnessing all 5 will instead lead to a powerful group early on, and why pursue the increased accessory capacity when the crucial ones don't appear until the game's final portions?
Still, taking an alternate time gate at several points of the game can -- unbeknownst to the player -- lead to a path where enemies suddenly begin scrubbing health bars clean. But the challenge spikes are much less apparent compared to the sudden prolonged lulls in difficulty for much of the game's core 25 hours. If approached with the logical mentality as described above -- especially if having found a monster who's Crystarium peaks early to powerful levels -- the game presents an inclination to sit on offensive paradigms with Ravagers and Commandos for much of its entirety. This is where XIII had an emotionally charged narrative to accompany its drier battle segments, a distraction XIII-2 pursues with unimpressive results.
The saving grace of many of the game's easier battles is their brevity, as compared to the more drawn out affairs of Final Fantasy XIII.
Bosses in between the confrontations with the game's purple haired antagonist, Caius, pose no relevance to the characters by comparison. A giant paradoxical colossus lashes out of thin air; half of its body trapped in another dimension. The paradox of another time period somehow lies in the jaws of a dragon. These enemies are often of impressive scale, but they have no words to say, no questions to raise, and the music accompanying them is equally less than sincere. Whether met with a powerful Crystarium and steamrolled over, or met with a weaker party and challenged considerably -- players will find these central encounters quite forgettable.
Caius alone leads XIII-2 to an ending with a string of impressive scenes, demanding fights, and powerful lines of dialogue -- but somewhere along the way the game completely forgot to develop his character, or did it so dimly it was difficult to appreciate. His motivations seem tied to Yuehl, a soft spoken doll-like girl that no really ever gets to know. And while most will point to XIII-2's cliffhanger ending as reason for this ultimately disappointing campaign -- raising more questions than it answers -- it's the fact the game ends based upon such a ridiculous guise of motives that no one can possibly relate to it. There is no message this time around, nothing to walk away with.
Caius and Yuehl are of paramount significance to the events in XIII-2, but lend no emotional punch.
The ending to Final Fantasy XIII contained a contradiction; it broke the rules. But it rang true to the game's overarching theme of the infinite strength of the human spirit, with characters that declared they would contradict all the rules -- a touching note to end on. Final Fantasy XIII-2 then desperately jumps through fanatical loops in trying to dismantle the respectable conclusion of another game, and to a point of near hilarity. Savvy followers may even have questions of smaller magnitude, such as why everyone is suddenly capable of using magic. Well they just can, says the game's datalog. Why didn't Square just make Lightning a pop singer and call it a day?
But it's naïve to say it all ends there, and unfair to claim that Final Fantasy XIII-2 isn't for the fans. It's not even half complete when the credits roll, and a plethora of content still waits untapped. It's a monster collector's favorite hunting spot, a trailblazer's backpack of spoils, and a completionist's paradise. Cameos and salutes to older games abound, challenges to truly test those thirsty for battle await, and powerful skills and items lie in hiding -- this is a gamer's game, and it's damn well appreciated.
On February 07 2012 04:58 nanoscorp wrote: I picked this up this past weekend and have put in some hours. So far, I love the game. I think they fixed a lot of the problems people had with 13. One aspect I especially like is the current incarnation of the Crystarium. First off, it's not level-locked like in 13. If you want to grind out enough xp to pick up your favorite skill, you can, whenever you feel like it. Second, there are major branching points in terms of character development, based on what you pick up with your Crystarium expansion bonuses. You can snag extra ATB bars early on for burst and more actions, open new roles, or make your existing role bonuses stronger. Finally, and I didn't even realize this until about 3 hours in, your choices at each node affect your character's future. There are little crystals and big crystals. When you use the big crystals, you get whatever is coming in the role progression selected, but you also get a bonus based on the role. Little crystals just give you the normal role progression bonus or skill. Big crystals to your Ravager advancement yield an extra bonus to magic. If you spend a big crystal on Commando instead, you get an extra bonus to strength. So if you save all your big crystals for Ravager advancement, and use the little ones on Com/Sen, you'll end up with a capable magic specialist. If you instead power straight through the Ravager tree, you'll pick up your skills sooner, but as you flesh out the other roles (big crystals included) your stats will shift a little towards strength and hp.
I like the monster system too. Their crystarium is fun, again because you get different results based on how you get to the end of the tree. Spend potent crystals and you'll get a well-rounded stat boost. Spend mana crystals and you'll get a more magic-focused critter. Early on, your selections are limited, so you'll probably end up dumping whatever you can find into your critters, but I can see myself coming back later to create all kinds of focused critters. Infusion is interesting too, since it gives such a wide variety of finished products. You can boost specific resistances, stats, pick up key abilities, etc.
Thanks for explaining this. I actually thought the Crystarium system is a step back from how it was in 13, at least the UI for it. Just pretty confusing overall and I'm never sure what I'm really building towards, and until this post didn't know that it was that open.
Hmm, this game is just a complete head fuck, and sorry but there is going to be some **spoilers**.
I find it impossible to stay on the track of the story and make progress, something that I never once had a problem with in FF13. I *think* i'm at Episode 4 or 5? Just got to Academia 4XX AF after Hope and Alyssa asked me to gather the Graviton Cores. I got 4 of them... but the others are in timelines I am yet to unlock and I have 0 artefacts to open anywhere new up. The last gate I opened sent me to Veiled Peaks to rescue the Blitz Squad, but shortly after arriving there I was informed that the survivors have been spread around the timeline due to the paradox effect... -_-
I seriously have no clue on how to progress the story? Do I literally have to go round searching for Wild Artefacts until I miraculously open the correct gate and enter an area that has a Graviton Core on it!? My next step is to go and buy the Chaos Crystal from Serendipity at the casino so I can get the paradox weapon from Hope. I have around 3k casino coins and 200k Gil so I don't mind shelling out for it (even if there probably is a way to obtain it for free later, which I presume there will be).
Anyway, if you read this and sympathize with where I am and how stuck I am... throw some info my way!
I'm just going to briefly make a post because I'm tired.
13-2 is a lot better than 13 quite away. At the start I thought Noel was a bit gay, "You have to go through me first!" (like, why would he say that? honestly...) but he seems alright. I like making Serah say stupid stuff. I was in the tower and I wanted to throw moogle because he hadn't had a throw in awhile. Accidentally threw him all the way down through the tower...poor guy. He did get my an Orange Bowtie though, which I have now equipped on Dragoon (I may name him Geoffrey if it's available.
Anyway, I'm finding it a little hard to keep playing for lengths at a time. Once again, everything is TOOOOO EAAAAAASY. Normal mobs die faster than the time it takes to load them and boss fights at the moment really aren't that hard. I'm ~15 hours in I think and I just wreck shit so hard, especially now that I'm using a Dragoon WHO FUCKING BLOWS SHIT UP. I wish they disabled auto battle because there just isn't much reason to not use it. Trash mobs die in ~5 secs so there's no point "planning" the battle and just everything auto battle does is just the right move. Synergists are just 100% automated because while you may want to give your character a certain buff or two, you might as well wait 5 seconds and they'll have all the buffs you have. Saboteur I don't really auto because I don't give a shit about poison or wound. Deprotect, Deshell and Imperil are all you need to absolutely obliterate anything - so far I guess.
I like the monsters but I don't see any reason to change them around. I was using Cait, Gremlin and Pulse Knight (med/rav/sen) but Cait is so shit that I just got Serah some medic skills and replaced Cait with DRAGOOOOON THE DESTROYER. And again, there doesn't seem much point because infusing monsters to stack the abilities is obviously the best thing to do and despite using Gremlin for most of the game, he just wrecks shit and all I need to do is get him all the elemental abilities and he becomes Merlin (with orange and white hat of course).
I do enjoy it but spending time dredging around the time lines when quite a few don't really have a good end point to them (like a boss) is kinda wearing me down. Too many trash mobs cluttering up the place.
Think I'll spend my money training a chocobo, I had two races so far, first one I lost bad and the second I was winning then lost bad.
How dare none of you include Theme of Love from FF 4. So damn depressing......yet so soothing...
But if we had to say which one had the best all around music, I would have to say 6. 6 in general had the most epic music coming from someone who played every single one except 11 and 14. But after 6, there just so many good song from each series that it hard to compare. I think 9 was really good too because that was the first time they let Nobuo go do w/e the fuck he want. Before, he was pretty constrain but 9 was when he was finally able to be free and do w/e he wants.
Worst would probably be 13-2...lol the Charice was so.....weak for being the main theme. Big failure of a choice there imo it was no Zanarkan, or something along that line but it not all bad. It still had alot of really good song just that it probably down the lower tier in the chart but it still quiet good.