Rob-Ot said:
Story - Yes the idea is original, thats why I said the setting was great, the premise was different from most JRPG's. However the story just wasn't told well, the datalog told a good story, the game didn't. This angers me more, the developers had a good story but it wasn't told in game.
Dialogue - I know what you mean, star ocean 4 dialogue makes FF13 seem like shakespeare, but just because others do it worse doesn't mean this game doesn't do it bad on an objective level.
Linearity - Yes, I hated the linearity in X and hate it here. Thats not all, by design I mean lack of variety (sure on gran pulse it wasn't linear but now I ran around in circles fighting enemies) and variety in side content. Then the games battle system is developed too slowly. I would welcome a FFXIII-2 because from interviews I think developers have realized where they went wrong.
This is the most un-great game I've played, for everything done well there was something I didn't like. Just to give you my background with the series, my favourite is IX and since X turned out to be mediocre for me I have felt they have dropped a lot in quality.
|
Story - i found the story was awful. it never went anywhere, the same plot points were recycled again and again - 'its our focus, Serah said so'. the script was very predictable - Ragnarok, was predicatable. i dont think the story was as original as we think tbh.
Yasumi Matsuno constructed a phenominal world in Ivalice, which he built upon in several installments. FF12 was about the Occura who maintain their world order through the Espers, their children. and FF13s story was about the Gods who maintain a world order through the fal'cie. i think that Kitase and Toriyama simply thought they could do what Matsuno did. but instead of fill their world with politics and intrigue, they filled it with hormonal melodrama.
Dialogue - compared to FF12 and Dragon Quest 8, FF13s dialogue was awful. it was just cheesy American one liners, the developers seemed to think hormonal dialogue is the way to create realistic characters. sadly we know from Dragon Quest 8 and FF12, JRPGs dont have to be like that.
Design - i think the game design is the fault of one Yoshinori Kitase. the game is filled with 6 hours of cutscenes. its like you playing a game, just so you can watch the cutscenes. i think this is the case because its reported that the Crystal Tools game engine is designed for cutscenes. so i dont think it was ever designed to be played like a game, it was just meant to be played as more of an interactive movie. its not even an RPG according to the developers.
PS. my computer issues are sorted now Rob.