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End of entry 1, I need to work on length13-2 was a cry to try and recreate the feel of FF1-9, and failed, horribly. 13 was an amazing stand alone game that should be given another chance
Everyone needs to remember, Final Fantasy games are all different and stand alone, don't cry because you didn't just play Final Fantasy One over again for the 16th time. Play 13 with an open mind, and actually give it a chance. If you don't like change or innovation and like playing remakes of the first games, then definitely play 13-2, a game designed to ask forgiveness of an audience who doesn't forgive.
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Entry 1.5 finishing the FF XIII-2 rantRead entry 1 first, so I don't sound crazy The greatest pain of it all is something so inconsequentia l that I shouldn't even mention it. The Casino level. Its not actually a level, it is a stand alone point that has nothing to do with anything and allows you to for ever go to it and play the slot machine for years on end. Its not a slice of enjoyment in the middle of a hectic dark scene like in FFVII, that interrupts the oppressiveness of life on the run and the darkness of Sephiroth looming over your party. At the time when dark themes were newer to games, it was believed this interruption would be a boon tot he player and give him something to press on with. It also continued the romance story line giving the player a closer connection with the game and Cloud. The casino level in 13 was worse than 7, in that when I played it it was 3 in the morning, and I wanted to continue Hope's story which was just getting really good and left on a cliff hanger. It really did add to the plot, and if you wanted a connection to the character that is Sazh (I didn't like him that much, becomes he was the wrong kind of comedic relief for me) this part of the level did explain his so far blank history at great lengths, and summed up his reason to continue the fight and why he wanted to commit suicide, and kill Vanille. If i was in a better mood and not frustrated with the plot point changing to a character that I didn't necessarily like this casino would have had the same effect as the FF 7 level but with a greater depth of meaning and character development. 13-2's casino level is a gimmick to distract you from the bad story and the endless hours of farming. Whats even better is that it isn't even finished. Most of the games and machine all have "Coming Soon!" covering them. So far all you get is a slot machine and a chocobo race copy and pasted from FF7. This level does not add to story, this level does not relieve any stress introduced by a dark story (which 13-2 does not have) This story is just a way to further waste a player's time and life, and dangle a carrot at the end of a stick at you. If you get 3 all rows of the in game equivalent as "lucky 7"s (impossibility ) you get crazy awesome stuff! So farm some gil from the endless enemies and come here and waste six hours of time on the slot machine and all your money to get almost nothing and repeat the farming process again. This game is designed to waste your time, and keep the time wasting covered by a shiny wrapper. Speaking of Shiny Wrappers, the art and level design of this game is poor. While the graphic engine is better, the level design is nothing more than FFX, uninspired repeats of the same scenery that goes into archetypes, Insert desert for desert level, insert forest for forest level, insert field for field level. 13 did the exact opposite of this, and the best example would be the Crystal Forest in which you play as Hope and Lightning. This level is massive, incredibly massive, and all new and pretty sights that I never saw before. Gigantic crystal trees with a dark evil swamp below the massive walkways cyber walkways. Patrols of Park Rangers flying around on "Gundams", and vicious hordes of rabid mutant wolf things swarming below. It was a mixture of a the beauty of post-nature, and also had many element of the harshness of nature splashed in, making you uncomfortable and ease by the sights at the same time. It gave the player a paradoxical feeling, that left you wanting to understand it, and made you explore more of this twisted scene. 13-2 lacked this entirely, 13-2 had a tree somewhere, that's about it. Its hard to remember something that looks like everything else that gives no lasting image and made you feel nothing. Do you recognize the difference in a tree in Riften to the tree in Falkreath? No, you don't, because its uninspired scenery that just fills a hole in the environment, and where Skyrim uses the environment as a whole to engross you into a forest, or ice field and make you feel in the game, 13-2's environment, while just as uninspired didn't even fulfill that purpose, it just was there so that your character doesn't play in a giant white box. Now we come to the last point, the kicker and driving point in most FF games now, the plot, or lack thereof. FF13 had an amazing job at plot, this game knew where it was going at square one and just threw you into the din of things, fighting for your life. By the point when the game explains to you why your fighting and gives you a reason to keep going, your already so engrossed into it, that you don't realize that seven hours just went by and you have class soon. (hooray for 9:30 World Religions class) This game knew how to go at a plot a good pace, and knew how to mix it up so that you don't get four hours of Cloud hating himself, or a whole disc of an angry yelling Squall. You get episodes of different characters, and the story has a good time which the quick episodes of introducing each character, by the first ten minutes i was already in love with Hope's story, forced into a situation he didn't want to be in, and watching his mother die because Snow was a incompetent fool trying to fight a Gundam on his own. I quickly got attached to that character, seeing his problems, and strife for what it was and wanted more. 13-2 lacked all of this. It used 13 as a diving board at the beginning to try and produce an awkward plot. It had a slow start and had a difficult time providing a reason for why Serah had to go farm in the forest for the next three days to save the world. The characters have almost no presence either, Serah's character was already developed in 13, and her new buddy Noel is a faceless freak like the warrior of light in FFI. Overall, 13-2, poor design, lacking development, plot, character, and had too much farm mechanics. 13 had a lot of linear qualities that was different, but not bad. Entry 1.5 finishing the FF XIII-2 rantRead entry 1 first, so I don't sound crazy The greatest pain of it all is something so inconsequentia l that I shouldn't even mention it. The Casino level. Its not actually a level, it is a stand alone point that has nothing to do with anything and allows you to for ever go to it and play the slot machine for years on end. Its not a slice of enjoyment in the middle of a hectic dark scene like in FFVII, that interrupts the oppressiveness of life on the run and the darkness of Sephiroth looming over your party. At the time when dark themes were newer to games, it was believed this interruption would be a boon tot he player and give him something to press on with. It also continued the romance story line giving the player a closer connection with the game and Cloud. The casino level in 13 was worse than 7, in that when I played it it was 3 in the morning, and I wanted to continue Hope's story which was just getting really good and left on a cliff hanger. It really did add to the plot, and if you wanted a connection to the character that is Sazh (I didn't like him that much, becomes he was the wrong kind of comedic relief for me) this part of the level did explain his so far blank history at great lengths, and summed up his reason to continue the fight and why he wanted to commit suicide, and kill Vanille. If i was in a better mood and not frustrated with the plot point changing to a character that I didn't necessarily like this casino would have had the same effect as the FF 7 level but with a greater depth of meaning and character development. 13-2's casino level is a gimmick to distract you from the bad story and the endless hours of farming. Whats even better is that it isn't even finished. Most of the games and machine all have "Coming Soon!" covering them. So far all you get is a slot machine and a chocobo race copy and pasted from FF7. This level does not add to story, this level does not relieve any stress introduced by a dark story (which 13-2 does not have) This story is just a way to further waste a player's time and life, and dangle a carrot at the end of a stick at you. If you get 3 all rows of the in game equivalent as "lucky 7"s (impossibility ) you get crazy awesome stuff! So farm some gil from the endless enemies and come here and waste six hours of time on the slot machine and all your money to get almost nothing and repeat the farming process again. This game is designed to waste your time, and keep the time wasting covered by a shiny wrapper. Speaking of Shiny Wrappers, the art and level design of this game is poor. While the graphic engine is better, the level design is nothing more than FFX, uninspired repeats of the same scenery that goes into archetypes, Insert desert for desert level, insert forest for forest level, insert field for field level. 13 did the exact opposite of this, and the best example would be the Crystal Forest in which you play as Hope and Lightning. This level is massive, incredibly massive, and all new and pretty sights that I never saw before. Gigantic crystal trees with a dark evil swamp below the massive walkways cyber walkways. Patrols of Park Rangers flying around on "Gundams", and vicious hordes of rabid mutant wolf things swarming below. It was a mixture of a the beauty of post-nature, and also had many element of the harshness of nature splashed in, making you uncomfortable and ease by the sights at the same time. It gave the player a paradoxical feeling, that left you wanting to understand it, and made you explore more of this twisted scene. 13-2 lacked this entirely, 13-2 had a tree somewhere, that's about it. Its hard to remember something that looks like everything else that gives no lasting image and made you feel nothing. Do you recognize the difference in a tree in Riften to the tree in Falkreath? No, you don't, because its uninspired scenery that just fills a hole in the environment, and where Skyrim uses the environment as a whole to engross you into a forest, or ice field and make you feel in the game, 13-2's environment, while just as uninspired didn't even fulfill that purpose, it just was there so that your character doesn't play in a giant white box. Now we come to the last point, the kicker and driving point in most FF games now, the plot, or lack thereof. FF13 had an amazing job at plot, this game knew where it was going at square one and just threw you into the din of things, fighting for your life. By the point when the game explains to you why your fighting and gives you a reason to keep going, your already so engrossed into it, that you don't realize that seven hours just went by and you have class soon. (hooray for 9:30 World Religions class) This game knew how to go at a plot a good pace, and knew how to mix it up so that you don't get four hours of Cloud hating himself, or a whole disc of an angry yelling Squall. You get episodes of different characters, and the story has a good time which the quick episodes of introducing each character, by the first ten minutes i was already in love with Hope's story, forced into a situation he didn't want to be in, and watching his mother die because Snow was a incompetent fool trying to fight a Gundam on his own. I quickly got attached to that character, seeing his problems, and strife for what it was and wanted more. 13-2 lacked all of this. It used 13 as a diving board at the beginning to try and produce an awkward plot. It had a slow start and had a difficult time providing a reason for why Serah had to go farm in the forest for the next three days to save the world. The characters have almost no presence either, Serah's character was already developed in 13, and her new buddy Noel is a faceless freak like the warrior of light in FFI. Overall, 13-2, poor design, lacking development, plot, character, and had too much farm mechanics. 13 had a lot of linear qualities that was different, but not bad.
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First journal entry, and its heavy.(fair warning, I will attempt to not include any form of spoilers, i am sorry if one makes it through that I didn't think of. There are some points included of FFXIII that are spoiler-ish and used in argument for a point.)
Final Fantasy XIII-2 and the difference between it and FFXIII.
I will just say this to start it off, i enjoyed final fantasy thirteen by far over thirteen two. 13-2 is by all means a cop out. This is the same thing that George Lucas attempted to do with the second restoration of the original films to attempt to rectify the first revision when his audience screamed nonstop.
In case you weren't aware, the general gamer was upset with 13, just like the general Star Wars fan was upset that Han solo did not shoot first. The situation that was 13 was pretty much a bunch of gamers getting together and crying because they didn't get final fantasy 7 again. To them I will say this, just go and play final fantasy 7 again. 13 in all regards was a good game. It was more movie than game, yes, but it had far less cinematic time than MGS4, and you don't see millions of people refusing to play that game because it isn't Metal Gear. 13 had excellent writing, and was the first final fantasy game that I have played (I have played through all of them BTWS) that had character beyond that of basic archetypes, it was the first FF game that made me feel sorrow for a minor character. When Cid Reyenes died attempting to restore his past pride and correct his mistakes, even though it betrayed you, I almost lost the fight on purpose, just to try and save him from committing this almost suicide. He had a true growth in character then, a problem that needed resolving within his own psyche that took something drastic to accomplish that changed his life. This never happened to any character in Final Fantasy that was not either playable or an end boss.
Back to the matter at hand. While 13 was innovative of the genre in a whole new way, experimenting, and greatly succeeding with the whole genres progress, and became a legitimate piece of art. 13-2 is about sixteen steps back. 13-2 is a harsher setback to the FF field than X-2. The entirety of 13-2 is a gimmick, and none of it is new or innovative. The general combat system is an entire copy of the old atb setting that most people loved, but it comes with the auto battle system that was in 13, and creates a vast imbalance in the combat mechanics, in that it will do everything better than you at any point in time except boss battles. Get a control with turbo to mash the X button and walk away, the game will play itself and farm for you. 13-2 also reintroduce the paradigm system, but with full control over both characters, so instead of using it as a way to guide uncontrollable characters to execute your well designed plans, it just allows you to make to god like unstoppable beasts in the beginning of the game, couple this with the auto system, and the game is impossible to fail.
Another gimmick introduced is a miniaturized pokemon, to absolve the problem of a two person party, in a 3-4 party player battle system, the game allows you to capture certain monsters to fill in your roster, bringing your team to four as far as i have seen. So now your two unbeatable ash Ketchum's and you get a pikachu who is kind of useful. This gimmick is a cry from the dev team. They did not have enough game for the player so they created this farming oriented system to distract the player, and add nothing to he overall game experience besides a gimmick. The pokemon do not get paradigms, they do not get expandable skill trees, they do not get anything advanced besides the few skills they comes with that you need to unlock. That shiny new chocobo companion you let the game farm for you for the last eight hours might as well be a trophy that just sponges damage. The best part is, this system is akin to the Castlvania 2 system, making you farm hearts and waste hours of your time, hoping that you enjoy it and don't realize that the game is wasting your life to seem more complete.
Another system added into he game to make up for the lack of true Game would be the exact rip off of the Disgae Infinite System. You are allowed to go back in time and forward in time multiple times to try every option available to get a better ending. The game hands you the ending area of Mass Effect 2 with a time machine, so that you can try over and over without consequence to get your achievement of saving everyone. Dumbing the games difficulty once more and also adding a time wasting farming mechanic into the game. Now you have to play Pokemon all over again to get to the dialogue option to choice point two and reveal absolutely nothing to the plot or game experience. This also adds in a certain element of stress into the game, for if your the kinda of player that this game caters to, the perfectionist that needs to collect everything and the best endings, you now have to play through every level five times to do various similar things to maybe get the ending you ope for, for the game doesnt tell you anything. You play through the forest, at the end a guy asks you to buy and egg, you buy it, nothing happens, do it all again and refuse the egg, nothing happens. The game doesn't tell you anything like the morale system in Mass Effect 2, or KOTOR 2, to let you know which choices lead to which ending. All I ask for, is in all this multiple ending stress is a little bar with red and blue ends to know if that was a good choice or a bad choice.
Continued in Journal post 1.5, I reached a character limit that I didn't know existed. WOOT!
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