By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming Discussion - 1up FFXIII-2 Preview -- XIII-2 Feels Like the Game You Wanted FFXIII to Be (Played first 8 hours of the game)

Final Fantasy XIII-2 Feels Like the Game You Wanted FFXIII to Be

What happens when a developer listens to fans' complaints? Promising things.

Final Fantasy XIII was not, despite the claims of many, a terrible game. In fact, it was pretty decent. But it turned off an awful lot of the series' fans despite being generally quite similar to the fondly remembered Final Fantasy X. Why that was the case, and why the game ended up the way it did, would best be reserved for a separate conversation; the point is, for various reasons, FFXIII wasn't the game many fans wanted. They weren't shy about expressing their dissatisfaction, especially online.

That's nothing new. Fans hate a sequel, complain on the Internet, film at 11. The real difference is that this time Square Enix listened and responded. The result is Final Fantasy XIII-2, a game that addresses practically every single fault in its predecessor. I've heard XIII-2 referred to as, "the sequel no one asked for" in more than one quarter of the Internet, which is harsh but not entirely wrong. Even I enjoyed FFXIII for what it was, but I also have no desire to play it or another game like it ever again.

But that's the thing about XIII-2: It's not much like FFXIII at all. In fact, it would be much easier to enumerate the things the two games have in common than to list the changes. First, the combat system is mostly unchanged; secondly, the world and characters follow on from FFXIII's story. And that's about it. In every other way, XIII-2 is a far cry from its predecessor's long, gorgeous, linear corridor to the final battle.

Normally when disconnected RPG franchises receive direct sequels -- see Final Fantasy X-2 or Tales of Symphonia: Dawn of the New World -- it's little more than an excuse to reuse game assets and tech. Based on about six or seven hours of hands-on play, I feel comfortable saying that's not what XIII-2 is at all. Aside from the monsters that appear in random battles (a recurring element of the Final Fantasy series even outside of the odd direct sequel), none of the game's visuals seem to be cobbled together from the previous game. So far, the action seems to be set in new locations, which makes sense given the way FFXIII ended; and even if XIII-2 does reprise familiar locations, they're bound to feel different this time around, because the entire game has a completely different structure than FFXIII.

Clearly Square heard players' complaints about linearity, because XIII-2 is unusually non-linear for a Final Fantasy game. It's not exactly an open world -- this is certainly no Skyrim -- but of all the games in the series, only Final Fantasy XII (and perhaps the second half of Final Fantasy VI) approach the openness present in XIII-2. Dungeons, towns (yes, there are towns this time), and fields allow players to roam freely; quest-givers populate each area, offering side objectives beyond the main plot; and players are welcome to jump around within the game's story even as they advance the narrative.

The central hook of XIII-2 is time travel, and the story revolves around a timeline feature that should look immediately familiar to anyone who's played Atlus' Radiant Historia. As you progress within the story, you'll unlock nodes on the time line that take you to different points in time and space. It's possible to hop between time periods at a moment's notice, redoing events in pursuit of perfection.

The concept of time travel is one that hasn't really been explored in Final Fantasy outside of the original NES game's 2000-year closed time loop and the dream-like temporal projections of Final Fantasy VIII. Still, even if the gimmick isn't standard Final Fantasy fare, the specifics within that context are very much in line with the series' tropes and themes. This time around, players control Serah Farron; the younger sister of FFXIII protagonist Lightning, Serah served as the damsel in distress who motivated the previous game's plot. This time around, she's the one seeking to uncover the mystery of what happened to her older sister after the ending of FFXIII. Although Lightning was fine as that game ended (her allies Fang and Vanille having sacrificed themselves for the benefit of the world), no one but Serah remembers seeing Lightning after the defeat of Orphan. Though she's convinced that Lightning is alive and well somewhere, her former allies no longer seem to share her optimism. The future contains an older, more grizzled version of Snow Villers who's long since given up the search for the lost heroine; meanwhile, Hope Estheim has matured into a confident young man who leads a research institute investigating the artifacts that allow Serah to leap through time. Meanwhile, her companion -- Noel -- hails from a time centuries in the future in which the world has been brought to ruin.

Serah and Noel appear to be the only party members for most of the game (a brief prologue sequence against a full-powered Lightning notwithstanding), but XIII-2 still retains its predecessor's three-person combat system. Filling the third battle slot is a host of monsters that the protagonists can tame and control. More than 100 different monsters can be recruited, upgraded, leveled-up, and even fused with one another to create entirely new beasts. In effect, the party members take the old-school Final Fantasy job of Beastmaster, though without the limitations of games like Final Fantasy V and Tactics. You can keep several creatures on-hand and swap them out on the fly through the use of Paradigm Shifts.

Paradigm Shifts, of course, are FFXIII's core combat device, and they return for the sequel. In fact, barring the addition of monsters in the third party slot, very few of XIII-2's battle mechanics have changed. Serah and Noel can each take on one of six different action roles, which complement one another in various ways. The "break" mechanic remains, allowing the heroes to inflict high-damage attacks against weakened enemies. Allied monsters have their own distinct traits, meaning each type of creature will serve best in different roles for combat. One monster might work best in a Medic (healer) role, while another may possess a number of Saboteur (sapper/debuffer) traits. In other words, they slot pretty easily into your battle tactics, although innate monster skills aren't limited to a single type, so a favorite creature could potentially slot into several different combat paradigms.

Click the image above to check out all Final Fantasy XIII-2 screens.

As before, random combat is a thing of the past. Serah and Noel can see foes before they make contact, and the process of evading battle or initiating a preemptive strike is much less arbitrary than in FFXIII. You no longer have to rely on rare and expensive consumables to slip past enemies and net a sneak attack. Instead, Serah's marketable moogle companion serves as a sort of radar warning for impending attacks. When a hostile creature appears close to Serah, a "moogle clock" begins to count down. Take the initiative and launch into battle before the clock runs out and you get a preemptive strike which leaves the enemy vulnerable to break status; begin battle once the clock has run out, however, and you'll be at a disadvantage.

The one down side to XIII-2's more expansive game design is that its graphics seem like a step down from those of its predecessor. Bigger areas to explore and free camera angles are the culprit here -- but it's hard to imagine that FFXIII's numerous detractors would begrudge the tradeoff. XIII-2 is easily one of the more ambitious chapters in the Final Fantasy series, offering what looks to be significant player freedom; FFXIII, on the other hand, was gorgeous but limited.

When I interviewed FFXIII and XIII-2 producer Yoshinori Kitase and director Motomu Toriyama at E3 this year, they were in ill humor. And little wonder; I have a feeling that, game journalists being the tactful creatures they are, the two men sat through session after session of interviewers demanding to know why FFXIII was so awful. Based on how much FFXIII changes (Toriyama told us in an interview at TGS that the primary goal for the sequel was to make it as different as possible from the first game), the developers have clearly seen their share of player criticism. More importantly, though, they've taken it to heart.

http://www.1up.com/previews/final-fantasy-xiii-2-feels-game-you-wanted?pager.offset=1

More positive previews have come online too, I am surprised the press isn't shredding this game to pieces as it seemed like a cash in.

There was a secret event in Japan where journalists got to play the first 9 hours of the game.



Around the Network

Good preview... so the magic returns to FF???



Sounds a lot better, hopefully it will be better than XIII.



I'm currently replaying FFXIII, about to master the Crystarium. I'm so excited for the sequel! It definitely sounds to be better than its predecessor although the comment about inferior graphics is a disappointment, if true.



Looking forward to it, sorry my love for the series is not easily going away =]



Around the Network

More quotes:

Archylte Steppe in 13-2 & weather changing machine.

Quote:
We also checked out the Archylte Steppe, where we had to wander around the giant sandstorm-filled field to help fix a time anomaly. After doing a few quests to fetch and "kill a specific number of monsters" here and there for a nearby hunter's settlement, we were finally given permission to fiddle around with the settlement's weather-changing machine. Not only did this determine the type of encounters that we'd be facing, it also helped reveal the culprit behind the aforementioned anomaly: a giant Feryl sucking in Flans through its mouth. As we set the weather to a clear blue sky, an Adamantoise stood in the way. Killing it at our current level was akin to committing suicide, so we had to change up the weather patterns to make it go away.

 

http://www.digitalspy.co.uk/gaming/i...me-travel.html

another interview, this one with some gameplay details, newish.

Quote:
"You're right, for this game we've introduced multiple endings, and the system is heavily related to the Historia Crux that I mentioned before. So basically, when you play a certain time and location, there are several time gates. You may find one, or more than one, but if you find a gate and unlock it, you can jump to another time and location. Basically, your personal story branches differently depending on which gate you go through, so eventually you end up with different endings.

"Another factor is that you bump into monsters so powerful you can't really see them, they're too strong; you can choose not to defeat them and move on with the story. At a later stage, when your characters are even more powerful, you can go back to the previous stage and defeat the monster to unlock a rare gate, which can lead you to a different ending. The different types of gameplay which will lead you to different types of endings."

The ending point was clarified in that you can repeat any time gate and get to other endings, no need to replay the entire game.
Quote:
"As you know, Cocoon is destroyed and has collapsed. So obviously now you'd imagine you'll see Gran Pulse more than Cocoon. However, we're talking about a huge story that ranges several hundred years. For example, a location called Bresha Ruins is a location from the Cocoon side of the game. However, sometimes you play three years after the events of Final Fantasy XIII, sometimes several hundred later. You can't say ratio exactly, it depends how you want to play the game."


Quote:
"Basically, you talk to one of the NPCs [non-playing characters] and they give you a request to kill a monster or find an item or explore a specific location, and obviously you can expect some kind of reward upon completing the mission, such rewards may help in the opening of rare time gates.

Quote:
"When it comes to hidden bosses, there are super hardcore bosses deployed at different locations. When you see them, and you can see them as they're really huge in size, many of them are so powerful if you try to take them on you'll become annihilated in seconds. So what you can do is find a way to fight against them, pass and just move on until your characters are strong enough and then you can go back to the location and defeat these super big, super powerful boss monsters. Succeeding in doing so, you might be able to unlock another time gate and you can move to another time and location again. It's quite interesting."
The replay value and side content is sounding vast. It seems you will have to do side quests in order to get to many other time periods to get a broader view on the story.


Very good article.

I want to get FFXIII-2 but the trailers have been pretty meh so far, the world doesn't look that great and I hate the new characters.

Still, I know I shouldn't judge a game by its trailer which is exactly what I did with FFXIII, but the other way around.



Rob-Ot said:

More quotes:

Archylte Steppe in 13-2 & weather changing machine.

Quote:
We also checked out the Archylte Steppe, where we had to wander around the giant sandstorm-filled field to help fix a time anomaly. After doing a few quests to fetch and "kill a specific number of monsters" here and there for a nearby hunter's settlement, we were finally given permission to fiddle around with the settlement's weather-changing machine. Not only did this determine the type of encounters that we'd be facing, it also helped reveal the culprit behind the aforementioned anomaly: a giant Feryl sucking in Flans through its mouth. As we set the weather to a clear blue sky, an Adamantoise stood in the way. Killing it at our current level was akin to committing suicide, so we had to change up the weather patterns to make it go away.

 

http://www.digitalspy.co.uk/gaming/i...me-travel.html

another interview, this one with some gameplay details, newish.

Quote:
"When it comes to hidden bosses, there are super hardcore bosses deployed at different locations. When you see them, and you can see them as they're really huge in size, many of them are so powerful if you try to take them on you'll become annihilated in seconds. So what you can do is find a way to fight against them, pass and just move on until your characters are strong enough and then you can go back to the location and defeat these super big, super powerful boss monsters. Succeeding in doing so, you might be able to unlock another time gate and you can move to another time and location again. It's quite interesting."
The replay value and side content is sounding vast. It seems you will have to do side quests in order to get to many other time periods to get a broader view on the story.

YES! I love hidden bosses, I miss the days when you could tell how powerful a boss was by its size.



brendude13 said:
Rob-Ot said:

More quotes:

Archylte Steppe in 13-2 & weather changing machine.

Quote:
We also checked out the Archylte Steppe, where we had to wander around the giant sandstorm-filled field to help fix a time anomaly. After doing a few quests to fetch and "kill a specific number of monsters" here and there for a nearby hunter's settlement, we were finally given permission to fiddle around with the settlement's weather-changing machine. Not only did this determine the type of encounters that we'd be facing, it also helped reveal the culprit behind the aforementioned anomaly: a giant Feryl sucking in Flans through its mouth. As we set the weather to a clear blue sky, an Adamantoise stood in the way. Killing it at our current level was akin to committing suicide, so we had to change up the weather patterns to make it go away.

 

http://www.digitalspy.co.uk/gaming/i...me-travel.html

another interview, this one with some gameplay details, newish.

Quote:
"When it comes to hidden bosses, there are super hardcore bosses deployed at different locations. When you see them, and you can see them as they're really huge in size, many of them are so powerful if you try to take them on you'll become annihilated in seconds. So what you can do is find a way to fight against them, pass and just move on until your characters are strong enough and then you can go back to the location and defeat these super big, super powerful boss monsters. Succeeding in doing so, you might be able to unlock another time gate and you can move to another time and location again. It's quite interesting."
The replay value and side content is sounding vast. It seems you will have to do side quests in order to get to many other time periods to get a broader view on the story.

YES! I love hidden bosses, I miss the days when you could tell how powerful a boss was by its size.

I never understood why XIII didn't have hidden bosses.



Rob-Ot said:
brendude13 said:
Rob-Ot said:

More quotes:

Archylte Steppe in 13-2 & weather changing machine.

Quote:
We also checked out the Archylte Steppe, where we had to wander around the giant sandstorm-filled field to help fix a time anomaly. After doing a few quests to fetch and "kill a specific number of monsters" here and there for a nearby hunter's settlement, we were finally given permission to fiddle around with the settlement's weather-changing machine. Not only did this determine the type of encounters that we'd be facing, it also helped reveal the culprit behind the aforementioned anomaly: a giant Feryl sucking in Flans through its mouth. As we set the weather to a clear blue sky, an Adamantoise stood in the way. Killing it at our current level was akin to committing suicide, so we had to change up the weather patterns to make it go away.

 

http://www.digitalspy.co.uk/gaming/i...me-travel.html

another interview, this one with some gameplay details, newish.

Quote:
"When it comes to hidden bosses, there are super hardcore bosses deployed at different locations. When you see them, and you can see them as they're really huge in size, many of them are so powerful if you try to take them on you'll become annihilated in seconds. So what you can do is find a way to fight against them, pass and just move on until your characters are strong enough and then you can go back to the location and defeat these super big, super powerful boss monsters. Succeeding in doing so, you might be able to unlock another time gate and you can move to another time and location again. It's quite interesting."
The replay value and side content is sounding vast. It seems you will have to do side quests in order to get to many other time periods to get a broader view on the story.

YES! I love hidden bosses, I miss the days when you could tell how powerful a boss was by its size.

I never understood why XIII didn't have hidden bosses.

I was going to say bosses like the higher level cie'th stones or adamantoises but they aren't exactly hidden are they. They weren't very exhilirating boss fights either.