Saturday, March 27, 2010

Impressions: Final Fantasy XIII: Part 3

Warning, minor story spoilers!

40+ hours in:

So I've reached the part of the game where things branch out a bit. I'm on chapter 11 where the party has finally arrived on Pulse, the giant world that the much smaller Cocoon floats above. There is a very nice cut scene involving an airship just before the party gets there, and then another impressive one right after that. The second is a montage of Pulse with some voice-over exposition that showcases some of the world's more fantastic features. So that was fun. Pretty soon after getting to Pulse you get to the first real open area in the game. There are some monsters here that are gargantuan and are not meant to be taken on at this point in the game. It's cool to see what you have to aspire to in the late game. This area is also the first opportunity to take on a sidequest and go somewhere other than the next checkpoint. The game has missions that are a lot like XII's hunts. You track down a specific beastie, subdue it, and receive some high quality rewards. You can do the missions more than once but you'll only get the reward once.

In my last addendum I mentioned that at the beginning of chapter 10 you get to choose your party. Well right after I posted that I got a little further and the "crystarium" opened up so that all characters can learn all job rolls. This diminishes my earlier criticism of the linearity of the progression system but only a little. First it sucks that it took 30+ hours of play before I get to choose who does what. Second it's still pretty linear, you're just choosing between 6 lines now instead of three. Third the three extra rolls each character has are much more expensive to develop that their primary rolls, encouraging you to stick to the primaries. Finally each character's primary rolls offer a much better spread of abilities. For example, Snow is designed to be the best sentinel as he gets great stats and all of the sentinel abilities. However if you wanted to make him a healer and developed his medic roll you would find that he gets much fewer abilities than Hope does. The characters are designed to be specific things, so there isn't much point to developing their extra rolls until you've completed the primaries. So mad about that.

Also a little irritated by the eidolons. In order to get them you have to fight them. Nothing new there, it's a standard of the series. Only now you're not so much fighting them as you are auditioning for them. It's like a summoning tryout. You have to figure out which abilities they like and then use those abilities in the battle to fill a Gestalt gauge (this game is big on gauges). Fill the gauge and hit the X button and it transforms into these awkward "vehicles" that look like they were made from K'nex, and you get to ride them. That's a cool idea in theory but there's nothing I hate more in a game than not knowing what to do. Maybe it's just my personal psychology but I don't want to fight a battle AND solve a puzzle, that's not fun for me. I realized that the whole thing is kind of like a mating dance. You're trying to discover how to attract this strange and wondrous creature to you before it bites your head off. Of course I was never good at that sort of thing... WHICH IS WHY I PLAY VIDEO GAMES. Or maybe it's the other way around. My failings at social interaction aside I like the idea but it still feels a little to trail-and-error-ish to me. The last one I fought I more or less knew what I had to do, but finding the perfect paradigm to fill the gauge in time (did I mention there was a time limit?) took me about seven tries. I was at the controller throwing stage by the end of it.

Did I mention this game is hard? It's freaking hard.

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