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Forums - Gaming - VGChartz Official Final Fantasy XIII Thread + League + VGCritic

Digital Spy: 'Final Fantasy XIII' Preview

Expectations for Final Fantasy XIII are huge. While the arrival of a new release in Square Enix's premier franchise is always an anticipated event, this is different. It's been teased for four years, in the works for much longer, and will be debuting simultaneously on two systems – a first for the series. It's also a return to a more traditional combat system after several real-time outings that divided its loyal fanbase. It will be the company's biggest release for years and, very soon, the long wait will be over.

Although the last few releases rubbished away any semblance of a decent story to focus on new combat and exploration systems, XIII is sure to balance that disparity with cut-scene heavy progression. Taking place in two distinct worlds, Cocoon is a sky-dwelling settlement that is separated from the dangerous and primitive realm of Pulse below, and one that is blessed by God-like creatures called fal-Cie who protect its citizens. Of course, things soon go wrong.

The arrival of an evil fal-Cie from Pulse sends the city spiralling into chaos, bestowing citizens with cursed magical talents and resigning them to fate worse than death (Monster transformation or permanent crystallisation, take your pick). The opening scenes have a strong whiff of VII about them: Cocoon is a technologically advanced place filled with darkened skyways and glaring lights, and once our resistance group heroes are caught up in events and become cursed themselves, they flee the city to avoid execution and ultimately try to resolve their doomed fates.

A major source of controversy from initial Japanese impressions is the game's linearity. In many ways, this is a valid point: jumping in and out of save states throughout the first 12 or so hours showed us that each area had a clear route to follow, with little if any branching to speak of. In some cases, especially in the very opening hours, this would constitute a literal straight path between one cutscene to the next. Those who have played previous FF titles know the series has never been an open-ended adventure, but players should be warned that the opening chapters are incredibly straightforward and particularly story-driven.

Naturally, these linear sections are padded out with combat. Many will be pleased to hear that random encounters are no more, where enemies will roam the environment of their own accord, allowing you to tackle them head-on, flank for an initiative bonus or avoid completely. The latter option is entirely possible, even in these tight sections, letting you pick and choose your battles every step of the way. It's an approach many role-playing titles have adopted for years, and one that completely works despite the return of some of the series' more traditional elements.

Once you encounter an enemy you'll warp to a familiar battle screen with practically non-existent loading times. The ATB (active time battle) gauge will once again dictate how often you can make a move, but is now divided up into multiple slots. Moves can consume different quantities – melee attacks will use a single bar, whereas magic or skill takes two or three - allowing you to combine and unleash a variety of moves in a single turn. Chaining attacks can often render enemies to a critical status, making them far easier to finish off, but a compromise is that these longer, complicated combos leave you open to attack while you wait for the gauge to fill.

The most radical change are Paradigms, which is an evolution of the Gambit setup from XII. It was a contentious but extremely dynamic system that allowed you to automatically decide how your party would react to specific situations. By and large, the idea remains the same: you only control a single character, and you influence how your squad behaves by changing formation (or Paradigm) with a tap of a trigger button. If a Malboro unleashes a particular nasty status attack, for example, you can go defensive for a few turns, buffering up your party members and throwing out a few potions, before getting back into the thick of things.

Each class – whether it be the offensive Commando or the self-explanatory Medic – behave on their own accord and can be slotted formations of your choosing, licensing you to react to any kind of situation. It's essentially a streamlined and more instantaneous version of what the Gambit system offered, permitting you to change your strategy without having to break away from combat. Of course, you can still micro-manage your formations from inside the menu and each class is developed through a level-free system not unlike the Sphere Grid of old, letting you tweak specific stats as to your choosing. It's faster and easier, but still rich in customisation.

The division between Cocoon and Pulse isn't just story-deep, either. After individually battling their way through the city, they'll eventually reunite in Pulse, where the prior linearity quickly disappears. One particular point saw us explore a vast open field, far bigger than any environment in previous instalments, populated with packs of wolves and towering prehistoric beasts. Here is where you'll find side-missions – not too different from the mark system of XII - pitting you against rare monsters for bounty and experience. It's at this point in the game where preparing Paradigms really begins to pay off, with foes that can bait and switch powerful attacks in an instant. The developers told us that over half of all bosses will feature in these missions – many of which are tougher than the final boss - so those worrying that the game will consist of a showreel of cutscenes can look forward to some challenging side-content.

It's also the most accessible Final Fantasy title to date. If you are defeated, you're simply dropped back on the map from where you encountered the battle, allowing you to tool up and try again or pursue other interests. For those who don't want to go knee-deep with the battle system, you can choose the 'Auto Battle' option that automatically fills in your ATB gauge with preferential attacks. And if you discover a particular combination of moves that work, tapping right on the selection screen will replay the last known attack. Coupled with dropping random encounters entirely, it's a game that has learned the foibles of the past for a more friendly experience.

And how does it hold up on both systems? We played both 360 and PS3 versions of the title and thankfully found little difference between the two. Visually, the PS3 version was a little more crisp – but that might have been attributed to the setup of the station we played it on – while load times remained the same for either console. (Battles took around two seconds to begin, and depending on your saved position, between five and 15 seconds from starting menu to playing the game.) Specific details won't emerge until retail copies arrive, but by and large both systems offer the same experience. So it's now a question of preference; disc swapping or Blu-ray? Achievements or Trophies?

We came away from the game with nothing short of very positive impressions and a surprising wave of nostalgia. It's very much a return to the story-focused, stylised narrative pattern that the series adopted in its PlayStation heyday, and finely merges traditional combat with choice features from the recent spell of real-time outings. How the linearity and emphasis on story will impact the pacing is still uncertain, but we can guarantee that this isn't a dumbed-down, sterile adventure that early impressions suggested. Final Fantasy is back, and needless to say we're counting down the days until release.

 

http://www.digitalspy.co.uk/gaming/news/a201609/preview-final-fantasy-xiii.html



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Motion control 'too exhausting' for Final Fantasy
Square Enix not keen on Natal/Wand spin-offs


Final Fantasy XIII producer Yoshinori Kitase has told CVG he thinks motion control wouldn't work for a Final Fantasy game - because it would be "too exhausting".

"These new type of controllers are very interesting, but we're not sure that people would like to spend up to 100 hours playing a conventional Final Fantasy title with these type of controllers," Kitase told us.

"It could be too exhausting if you were always swinging a sword around for battles. So we will have to see what the future holds," he added.

We played Zelda: Twilight Princess for 60 hours on Wii with no problems. Just saying.

LittleBigPlanet. WipEout HD and Resident Evil 5 will be among the numerous games getting motion control updates for PS3's wand later this year.

Kitase recently also told CVG, in response to FFXIII reviews, that the FF team "try not to listen to the critics too much".

Check back later this week for the full interview with Kitase on CVG.

 

http://www.computerandvideogames.com/article.php?id=235137



7 Reasons to Wait in Line for Final Fantasy XIII Next Month

 

The number 13 is almost universally considered unlucky, but for Square Enix and its flagship franchise, Final Fantasy XIII is bound to be another million-plus seller on March 9. That’s day one for the U.S. version of the game. Gaming Target was given the afternoon to play test it in English at Square Enix’s Los Angeles offices, so we can tell you first hand why you don’t want to avoid this superstition-free title and why it’ll be next month’s most popular videogame.


Reason 1: PS3, Xbox 360 (superior systems, fresh audience)
Generally, FFVII and FFX are considered the highlights of this successful JRPG series, and, in both cases, they were the debut FF games for their respective systems, PlayStation and PS2. Likewise, Final Fantasy XIII marks the debut of the franchise on Sony’s third console, PS3. By premiering on such a high-end system, FFXIII is open to similar benefits of new gamers and more advanced technology. At the same time, it’s also the first story-based Final Fantasy game to appear on the Xbox 360. While 360 owners did receive FFXI, it was an MMORPG and one that released two years after the PS2 version. Again, a fresh set of players and hardware that’s leaps-and-bound better than the previous generation.



Reason 2: HD Graphics from the ground up
Continuing with the game’s sequence of firsts, FFXIII is the first FF to be developed from the ground up for high-definition consoles. From our time with the nearly complete English version, we got to experience a portion of the Pulse underworld, an open field ripe for battle. It was full of detailed enemies, including large-sized Behemoth Kings and massively-sized Adamantoise. But as rich as these animated beasts looked while roaming through the vast grass environment, it pales in comparison to what we didn’t see in the demo. That’s what has us excited the most. Besides Gran Pulse, the game boasts another world, Cocoon. It contrasts with Pulse in that it’s a high-tech, man-made city built above the forest underworld. Because a majority of the countless hours you’ll put into FFXIII take place in Cocoon, there’s a lot we have yet to discover.




Reason 3: Enemies
Within one minute of sitting down in front of the PS3 and Xbox 360 running FFXIII on top of a long boardroom-style table at the Square Enix offices, we were battling with our first two enemies. The fierceness of the beasts gradually increased, as we were initially greeted by a pair of straightforward Gorgonopsids. This should’ve been an uncomplicated enemy encounter, but taking them on without preparation didn’t end well. Having to start over right away was a quick reminder that FFXIII isn’t a mindless menu-advancing game that requires zero thought.

Defeating both Gorgonopsid A and Gorgonopsid B, we moved on to an enemy who wasn’t light in its look or name: The Behemoth King. It’s safe to say this aggressive monster took more than one try to defeat and demanded that we properly learn how to use the new Paradigm Shift to switch roles during battle and heal, heal, heal.

The Behemoth King was as frighteningly detailed he was powerful, but he’s not the only gigantic enemy we saw roaming the Pulse prairie. As soon as we defeated him, seemingly seven hours later, we approached an Adamantoise, an enemy that’s the scale of an AT-AT walker from Star Wars. Although we were bound for defeat by taking on this monster whose single foot dwarfed us and subsequently smooshed Lightning, we had to test our limits. What’s even scarier than dying in an instant is that we’re told that there’s Super Adamantoise out there.


Reason 4: Paradigm Shift battle system
Even enemies like Adamantoise have weaknesses, and properly exploiting them and using the revamped battle system’s new Paradigm Shift are the keys to success here. The localized English version of FFXIII allows players to pick the following character roles: Commando, Ravager, Sentinel, Synergist, Saboteur and Medic. Their names are slightly different in the already-released Japanese version, but perform the same job functions. So, Commandos still perform melee attacks, Ravagers arrive with the same magic move set and Medics come through with clutch healing powers.

With three characters, each with their own job, in a player’s party, they combine to form a Paradigm and a Paradigm Shift is when you switch the combinations on the fly during battles. Since FFXIII is a JRPG that uses real-time and turn-based combat, it uses a series of menus that players have to get used to navigating. Thankfully, battles begin with a limited number of options and tutorials take rookies through the deep Paradigm and Active Time Battle systems. The best part is that once a player has the hang of setting up Paradigms and using them at opportune moments, battles can become streamlined and not as heavily weighed down in menu selection.


Reason 5: The Story (Have you seen the English trailer?!)
Even if you haven’t played a Final Fantasy game before, just watching the four-and-a-half minute trailer instantly conveys how dramatic the story’s events play out. Since the game takes dozens of hours to play through and the combined videos are the length of most normal video games, you can expect a lot of emotional moments from FFXIII.

 
 

Reason 6: Lightning is the type of character that hasn’t struck FF before
Lightning isn’t your typical female Final Fantasy character because she doesn’t act like a damsel in distress. Director Motomu Toriyama says, “For Final Fantasy XIII, Lightning is not only beautiful, but she’s very strong. She has this independence. In battle, she’s very graceful in her movements, but she’s very powerful and she’s very speedy.”

Not only does she hold her own, she holds a weapon that can switch between a gun and a sword called the Blaze Edge. As much as Lightning acts as a lone she-wolf, she isn’t completely heartless. She cares for her sister after the death of their parents, as her creators didn’t want her to seem too cold. As Motomu Toriyama pointed out, “In the beginning, though, her strength was a lot more apparent. It came on a little bit strong. She didn’t care as much for the other characters. She was a little rougher around the edges. But, as the story developed, [Character Designer] Tetsuya Nomura really wanted to be a little more careful about depicting the softer, compassionate side. So, she developed that way more fully into a character.”


Reason 7: Easy to get into, difficult to master
As I said in the beginning of this piece, FFXIII is going to be accessible by a new set of players thanks to its release on the new PlayStation, and for the first time for a story-based FF, the Xbox 360. With this in mind, Square Enix built the game to appeal to everyone who desires a quality JRPG. Legendary Final Fantasy Producer Yoshinori Kitase added, “The story and the characters are completely separate, so you don’t really need to have played a previous Final Fantasy to enjoy the next. Especially with Final Fantasy XIII, the battle system is completely renewed. It’s something that’s different from what Final Fantasy fans may be used to. Because it’s so new, it might take fans some time to get used to. But, they’ve placed a lot of tutorials in the earlier portions of the game and placed a lot of steps.”

We noticed this delicate balance every time we died during our many battles with the Gorgonopsids, Behemoth King and Adamantoise. On the one hand, it took time and effort to defeat these aggressive monsters. However, on the other hand, our lead character Lightning always restarted in a spot that was near the enemy that caused her demise. This made is easy to jump back into battles for a rematch. We were told that this was a design decision that would appeal to new players.

Square Enix has always been capable of offering new experiences, convincing plots and gameplay that may be difficult at first, but provides an adventure that millions of people invest dozens of hours into for weeks at a time. Final Fantasy XIII looks to be no different when it launches March 9.

 

http://www.gamingtarget.com/article.php?artid=10970



People over at N4G thinks that SE said that they were "too exhausted" to make the motion controls for the game. But unfortunately those idiots can't read.

They said that the PLAYERS would get exhausted if they had to put up with it for so long.



Also the DigitalSpy preview seemed very positive.



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Wagram said:
People over at N4G thinks that SE said that they were "too exhausted" to make the motion controls for the game. But unfortunately those idiots can't read.

They said that the PLAYERS would get exhausted if they had to put up with it for so long.

ROFL



Hey Fabs, have you seen the international trailer and that new xbox ff13 commercial? If you have can you tell me lightnings voice sounds reallly low in that commercial? I imagine it is. If it is really that low in the game, then wow. >.



I'm talking about where she says "So lets go."



Wagram said:
People over at N4G thinks that SE said that they were "too exhausted" to make the motion controls for the game. But unfortunately those idiots can't read.

They said that the PLAYERS would get exhausted if they had to put up with it for so long.

that is silly ROFL. It is simple, they only just finished making FF XIII, they was not going to wait around for motion controls, and patching in the controls later could be a bad idea, it is better to wait for the next FF and add in mtion controls as optional, that way everyone will be happy.



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1

this thread is getting very quiet now, bumping thread to keep it alive, live FF Thread, live!!

Pheonix down**



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1