I couldn't have cared less of FF13 story, somehow struggled through the whole game. Don't see why they have to make a sequel for it. Final Fantasys have a scary history with sequels as well, looking at you GirlBandX-2.
Anyway couple impressions from that trailer.
- Snows crew, fuck them couldn't care less go away please. - Combat gameplay looks pretty much the same meh, hard to say based on that trailer though. Could be better for all I know. - Lightning turned to a knight and I dig female knights. Can't tell from trailer how big role she really has though, about only slightly interesting character from FF13.
Why can't they just sit down, take the time, and make a really good game and story for once?
Yes final fantasy is about fighting and lvl'ing up and such, but what made you glued to the screen for many hours is the story, the main plot, the characters, the personal development and of course some good old fashion romance!
On September 15 2011 17:52 Fyodor wrote: They need an innovation like Regenerative Health was in the FPS realm. .)
I don't presume to speak for everyone but generally I find Regenerative Health to be completely detrimental to the FPS genre as a whole. It completely kills my immersion with the game because you know...you should be DEAD.
On September 15 2011 20:18 Pr0d1gy2k5 wrote: auto battle auto battle auto battle auto battle auto battle auto battle auto battle auto battle auto battle auto battle
rinse and repeat...im yet to finish this game, and im at the last chapter too, just so boring and linear -.-
edit: not looking forward to XIII-2 at all, versus though, take all my money :D
>.> well arent you silly for not setting the default to abilities and not auto battle.
>.> auto battle is a choice no one is forcing the player to use it.
BTW CHECK OUT NEW TRAILER SNOW IS REVEALED AND HE LOOKS LIKE A LION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
(It's best to read it from the link since the bold parts are the question, the non-bold are the answers. I'm too lazy to do that with the quote >.>).
tl;dr is there's now towns, mini games, more player interaction, refined battle system (it's the same battle system from FF13 but they said they improved it), and exploration options. Though I warn you there is something you may not like "Quick Time Events". (We'll see how used this is though and if there are alternatives).
If there is a game that was as eagerly anticipated and then as roundly criticized as Final Fantasy XIII, it's hard to call it to mind. The game took years to develop in what was, the team has admitted, an extremely troubled process -- both design ideas and technological hiccups resulted in a game that was far from what it could have or should have been.
It's surprising that producer Yoshinori Kitase and director Motomu Toriyama -- the same pair behind the original game -- are as contrite as they are about it, simply because it's unusual for Square Enix to take such an attitude publicly. It is clear, however, that the pair want to win back the series' fans, Moreover, it's also clear they're making an effort to address the game's issues not only with words but with actions, in the form of Final Fantasy XIII-2, a direct sequel to the original, which is set to ship in January 2012 in North America.
In the following interview, the two discuss how they have tried to satisfy the complaints of FFXIII players, and answer rumors that have persisted since the release of the original game.
When you gave your GDC presentation about XIII, around when the game came out, you showed a lot of metrics from focus testing. The biggest question in my mind is: how much of that feedback went into XIII-2?
Motomu Toriyama: We actually set out with a concept for XIII-2. Our ultimate goal is rectifying every single point in Final Fantasy XIII that has been criticized by the users. The main criticisms, I suppose, were: one, it was too story-driven and therefore was quite linear, and, two, that there weren't that many towns and cities to explore, and also that there was no matching interaction between the player and the gameplay.
We actually took those criticisms very seriously, and you'll notice that we tackled them completely and thoroughly. This new game is more player-driven, as opposed to story-driven, so that you can explore different locations and fields to get information and explore towns and other types of locations, as well. So we are very determined to rectify all of the problems, and we think we have.
Even if some elements carry over, Final Fantasy typically introduces new gameplay design for each game in the series. That's good because it things keep evolving, but it doesn't give you a chance to refine stuff before moving on, generally. Does this game give you more of a chance to actually refine the ideas that you introduced with XIII?
Yoshinori Kitase: As you know, XIII introduced a completely new battle system. Because it was so new, we wanted to give each player time to get used to it, and to get the hang of it. Before, with XIII, we just wanted the stages to be quite long, where you have to go quite carefully and slowly and which would look like very lengthy tutorials, which a lot of people didn't like at all.
Because this is the sequel to XIII, we took the basic concept of the Paradigm Shift, for example. The basic idea is the same; but we actually refined it and added new elements to it to make it even better.
So, as you said, the refining process is something we've enjoyed this time around. This time we didn't have to make the game from scratch, so we just have to pursue more product quality and add some extra depth to the game. We feel that we have achieved a very high-quality game.
I remember an interview came out around the time the game was released in Japan saying that there was a volume of content created for the original XIIIthat was more than could be used in the game. Was that the genesis of where this project came from? Did you end up using any of the content as you moved forward?
YK: I think this idea was derived from one comment made by one of our staff, and I think it has been quite widely misunderstood or misinterpreted. It is true in any game, in the process of making it, that obviously you have to come up with lots of different ideas, and obviously you can't materialize every single one of them. You have to try them out, and eventually you're left with the best ones for use. It's only that because there are lots of ideas and content that we could have included in XIIIwhere we didn't; but we didn't actually recycle any of them for XIII-2. It's certainly not that XIII-2 came from the idea of how to make any use of the rejects; that's not how it happened.
XIII-2consists of two parts. One part is the elements and parts that we created from scratch, and the other part is that we took the basic materials from XIII, like the characters, universe, and locations; but every single aspect has been revised or has had new some elements added into it. For example, characters are now presenting completely different, with new costumes, and when it comes to the field map, we now put the element of seasons into it. So it's either completely brand new or the elements from XIII but all differently revised or reworked.
One thing you talked about in your GDC presentation that I thought was interesting is that, in the past of the series, a lot of people could offer ideas into Final Fantasy and they could be incorporated. But, as development got more complex, that couldn't happen as much. Is that something that you've been trying to move back towards? I know it led to a lot of the interesting concepts -- things that people remember very much about the series. I talked to Tokita-san as well, and he had a similar opinion that it would be great if you could incorporate more of the staff's ideas in a collaborative development style.
MT: It's not just as simple as making a game in an old-fashioned way; it's more than that. But what we did do with XIII-2 is that we completely separated the concept phase and actual development phase, and all sorts of ideas that we discussed during the first phase have been taken into XIII-2. One of the criticisms that we received for XIII was that there weren't enough mini-games, for example, so we implemented more mini-games. One of the concepts behind Final Fantasy, and one of the priorities behind XIII-2 is that it's a bit of a melting pot; you can enjoy all sorts of different types of gameplay in one game. That kind of concept is back in action with XIII-2
One of the things that I found really, really interesting is that, in the Game Developer magazine postmortem for XIII, there's a sense that, until the demo with the Japanese Advent Children Blu-ray was released, there was no vertical slice of the game -- no way to get the team to understand what they were making. From a production standpoint, how have you addressed that, moving forward?
MT: At the beginning of development, we set out to, as we said before, look at all of the problems and criticisms we received about the gameplay of XIII. Also, as the development process of XIII was criticized, we wanted to tackle that issue, as well. So we did introduce a vertical slice; the playable version you've just seen at E3 was the first vertical slice version that we've created, so that vertical slice issue has been tackled.
So you're changing the way the team's process works as well? Addressing audience complaints is one side of it, but the other side of it is actually changing the process of the development team to be more effective.
MT: Yes, we have changed a lot of things in terms of the process, and details will be disclosed at GDC next year, maybe. (laughs)
On September 15 2011 18:47 Vaelone wrote: I couldn't have cared less of FF13 story, somehow struggled through the whole game. Don't see why they have to make a sequel for it. Final Fantasys have a scary history with sequels as well, looking at you GirlBandX-2.
Well generally it's much cheaper to make a sequel than a total new game.
Things they can get away with a sequel:
1. Reusing assets. Huge deal since it saves a lot of time/money.
2. Same story (it's easier to improve/extend a story they thought of instead of thinking an entirely new story/new universe).
Those are two major things which speeds up development and which is why FF13-2 is coming out so fast (only about two years since FF13 as opposed to 5+ years between FF10 and FF12 or FF12 and FF13 for example).
Also FFX-2 arguably had the most fun gameplay (well maybe after FF13). It's active time battle (like FF6, 7, 8, 9) + job system from FF3, 5, tactics except... you can change jobs in battle!!!111.
Sure the story was much more light heart, had jpop, had some unusual music (unusual for the series) but hey the game takes place after they saved the world so it can be justified in terms of why it's so light heart.
Plus the minigames, etc are all fun (though Blitzball kind of sucks because it's just a "coaching" game where you just stat grind your players. You don't actually get to play).
FFX-2 one of those games where as long as you don't take the story too seriously or don't expect too much from the story you'll have a lot of fun with (though honestly I thought the story was decent/good.).
Only complaints is that how nearly impossible it is to get 100% without using a walkthrough (you need 100% to get the good ending) but on the plus side there is new game plus where you keep everything except levels (equipment matters more than levels so that's not too bad).
I thought FF13 was a decent game. Sure it's linear, but most of the good FFs (4, 6, 7, 9) were at their heart very linear as well. Not the greatest game, not the worst. My biggest issue was the pacing of both story/game and the voice acting/script.
Personally I hope they fix those. I couldn't care less about linearity as.. 1) I prefer linear to open world sandbox games and 2) Most games are just as linear as FF13 was.
My biggest gripe with FF13 was these dramatic moments that weren't very dramatic. Characters would start yelling for basically no reason, and making situations that aren't even remotely dramatic makes the scene STINK of cheese. I know FF series have a lot of cheesiness in general because of the sometimes poor voice acting but it just seemed so forced. At least FFX seemed much better in that regard.
On September 16 2011 12:11 oxxo wrote: I thought FF13 was a decent game. Sure it's linear, but most of the good FFs (4, 6, 7, 9) were at their heart very linear as well. Not the greatest game, not the worst. My biggest issue was the pacing of both story/game and the voice acting/script.
Personally I hope they fix those. I couldn't care less about linearity as.. 1) I prefer linear to open world sandbox games and 2) Most games are just as linear as FF13 was.
I disagree with this. JRPGs are inherently somewhat linear, but FF13 was literally walking in a straight line with no possible deviance or world map or anything of the sort for quite a long time.
No one went in expecting fallout, but so much of 13 was just a movie where I had to keep pressing x, really frustrating.
It wouldn't have been too bad if the combat had been really engaging, but even the story took itself way too seriously the entire time with no aspects of the old games still there to play around with.
Hearing that they're changing the formula from 13 gives me some hope for the game, but 13 left me with such a bad taste it'll be the first FF that I don't auto buy in a decade.
On January 19 2011 05:56 QuixoticO wrote: If they listen to the feedback the players gave they could actually turn this into a really epic game. Tho I'm not going to get my hopes up like before.
Yeah but they haven't done that in years. Just look at all the feedback ff14 got in beta and how they didn't listen to one piece of it.
On January 19 2011 05:56 QuixoticO wrote: If they listen to the feedback the players gave they could actually turn this into a really epic game. Tho I'm not going to get my hopes up like before.
Yeah but they haven't done that in years. Just look at all the feedback ff14 got in beta and how they didn't listen to one piece of it.
Fortunately they're listening now. FFXIV is in limited free to play now and they're cranking out updates like crazy (well once every 2-3 months but they're huge updates).
I'm sure one year from now (September 2012) FFXIV will be playable and will be an enjoyable MMORPG >.> (while they have done a lot of work, they still need much more).
Also same with FFXI.
Anyway to bring you more news for FF13-2 (Noticeable parts in bold):
1. You can now change party leaders in battle. Additionally when the party leader dies, it is no longer game over. (Note that in the E3 FF13-2 demo this was not the case. However they changed it which is good now).
You still control only one member at a time though (same battle system).
2. Also new is Chrono Trigger + FF13 (you can travel through different time periods and change outcomes of future). This also factors in the multiple endings thing.
3. FF13 + Pokemon - You can catch monsters. However there is one huge downside to this (probably the only major disappointing thing that was revealed so far):
Your party will consist of only Noel, Serah, and a Monster for basically the entire game.
Now we don't know if there are any other characters but it seems that way sadly so this will be just a two character FF13.
However if that has disappointed you, I say you should wait until the game comes out to see if there is any way to get extra characters in your team (who knows, maybe they'll add some post game or new game + option that allows you to use extra characters).
Lightning will only be playable in small amounts.
Temporary guest party members may join but we don't know who they are and whether they'll be controllable or not.
4. Gold Saucer (they're adding something similar) to FF13.
5. (Not new info but for people who haven't heard yet) Finally again they've added towns, NPCs, etc. Basically it's like an open RPG now instead of "linear" in FF13.
Release Dates: December 15, 2011 for JP /January 31, 2012 for NA / February 3, 2012 for PAL
I know am disappointed in lack of **Vanille as a party member as everyone else right now (because "not liking" Vanille is "impossible" for me. Since it's impossible for me, I assume it's impossible period >.>) but still I'll definitely get the game on release day.
**Honestly I am seriously surprise at the amount of people who dislike Vanille. Oh well. Vanille (and her English VA "Georgia van Cuylenburg" are my favorites <3.
So yeah even though it's Serah + Noel for the entire game, I'll get the game since I like RPGs, I like FF, and I like the direction they're going for the most part (still disappointed at the character thing but oh well).
But again even if you're not excited for it, I say you should still keep the game in mind and check out reviews and message boards after the game is released to see whether the game is worth a purchase or not.
On September 15 2011 17:52 Fyodor wrote: They need an innovation like Regenerative Health was in the FPS realm. .)
I don't presume to speak for everyone but generally I find Regenerative Health to be completely detrimental to the FPS genre as a whole. It completely kills my immersion with the game because you know...you should be DEAD.
Hopefully they don't sacrifice XIII's stunning presentation that made the linearity feel, well, less linear. I don't think any FF had environments and locales as amazing as XIII's, and that's what really carried the game through at times.
What I disliked with FFXIII can be summed up in battle system and having a 2 person party for a large portion of the game. I simply didn't like the real time system where I have to queue actions as it goes along. Leading to me losing attack/spell time, the min/maxer in me cringed at it and it is still the biggest problem I have with the game.
They are keeping the battle system it seems. Thus I have to consider if I would like the game in spite of its combat system...