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Scoobes said:
Icyedge said:
Scoobes said:
  • Poor story-telling techniques. I'm not talking about the cut-scenes but the data-log. Having a text book of lore to read on screen off the menu ruins immersion, but is neccessary to get a full understanding of the story. Many games (including Final Fantasys) have used the interactivity of games to help tell the story, instead they made it completely passive.

Your not the first to say that, but personally I didnt check the data log once. Sure they dont literally explain what is falcie, lcie, cocoon ect but you understand soon enough by playing the game. I actually think the story telling was one of the strong point of this FF.

In the cut-scenes and main story I agree. They concentrated on character development over pure storyline but it worked fairly well. It was the details I had an issue with. They didn't embrace the interactivity of games as a story-telling medium when it came to the details. It's odd because I can point to FPS' (namely Half-Life 2) that embrace interactivity for storytelling more than FFXIII.

Your not the only one who thinks that. it feels like the gameplay is an ubstruction you have to over come so you can watch the next cutscene. the developers dont seem to undertand a game is meant to be played, not to be watched. maybe it could be tollerated, but every cutscene seemed to regurgitate the same thing..."its our focus, Serah said so". point is that cutscenes dont make a game, gameplay does!! it dosent help that we had lines like "hold on baby your hero's on the way". imo the script writing and desgin choices were poor.