I had purchased Final Fantasy 13 the day it came out, March 9th, 2010 for the Xbox 360. I?ve beaten it roughly two years later, for the PS3 on February 1st of this year. Why did it take me this long to beat it? Hard to say what was the major culprit here, the initial confusing story or my procrastination (probably the latter). Don?t get me wrong, after delving about 110 hours into this game (I really wanted to get all the trophies.) I really enjoyed my experience, even the story. It?s just that I was barely able to understand what was going on due to some of the terminology that was used, particularly l?Cie, fal?Cie, and cie?th jargon. It confused the heck out of me and I only managed to get up to acquiring Odin whilst playing the 360 version. A year later, I had gotten myself a PS3 so I traded for the PS3 copy and that ended up sitting around as well. Fast forward several months later, I decided to stop screwing around and tackle this beast of a game and immediately regret pushing it aside for so long once I?ve beaten it. I have a new appreciation (and understanding) of this game.
Upon looking at the battle system, it seems daunting and confusing on screen but it is surprisingly simplistic. It kind of reminds me of Final Fantasy X-2?s fast paced battle system as something is constantly going on. In 13, you only really control one character and the others do their thing regarding whatever role they are shifted towards by use of the paradigm shift system. There are set roles that every character can be assigned depending on which combo paradigm you use. For instance, you can have Lightning in the sentinel role (a tank class) provoking enemies while Snow & Vanille goes commando (physical attack role) on them as they are focused on Lightning. There are multiple variations that you can create and more roles become available for each character as the story progresses. This system offers strategic thinking on how you approach enemies and these decisions become critical for boss fights. If you end up getting defeated, the game is surprisingly forgiven as you don?t have to restart from a recent safe point and you can retry as many times as you want. As an added bonus, after every battle you are fresh as a daisy for the next battle as all status ailments are removed and HP if fully restored. Best gameplay element ever. Thank you Square Enix. Thank you. (More like it?s about damn time?)
?Leveling up? your characters may look similar toward Final Fantasy 10?s sphere grid but you would be wrong. It is a mere illusion as each character becomes stronger by a set path through the crystarium system. Sure you can choose which role to level up first but you ultimately will get the same result as everyone else playing the game. There is a threshold everyone meets and each character only learns certain moves, for instance, each character has their own signature move and noticed that some characters learn deprotect in the saboteur role, while others learn daze instead. No character learns both. It is an interesting concept but taking the time to invest Crystogen Points (CP) (this games version of experience points) to these roles takes way too much time.
It is understanding that a lot of people didn?t like the linearity of this game but then again all the main Final Fantasy games are linear. (Minus 11 and 14, which are MMO?s.) The thing is its a lot more noticeable as there is an absence of inn?s, towns, and the constant need to buy new weapons & accessories that each person has equipped but you don?t really have the means to until you reach Pulse, when the game finally opens up. For the most part of the game, you?re moving forward (there?s a life lesson somewhere here) to the next destination which is a cut scene, then a boss fight, followed by another cut scene to further the plot along. (Standard affair for RPG?s.) To me, this Final Fantasy cuts the BS in terms of story progression, which is a good and bad thing. It is good as it speeds up the story along with less management of equipment and hardly useful NPC?s (can?t have the hero?s screwing around with arcade machines while the world is in danger), however sometimes these ?distractions? are a good indicator to unwind a bit due to the constant battles that you?ll encounter along the way as you will kind of get burnt out by them.
In previous Final Fantasies you can explore a town to uncover treasure, meet people, and poke your head in peoples houses, whereas in XIII the only interaction is floating chests, jumping to scale terrain, and Cie?th stones when you finally get to Pulse. Other than that, the core gameplay elements are mainly contained within battles. This is why people are upset. There is no relative break from the story/quest and the sense of exploration is gone. The Latter is a big let down because the environments are breathtaking to look at but you can?t really do anything to explore each area. You?re just passing through, no real sightseeing to be had. Seems like a bit of a waste, but then again retracing your steps isn?t really a productive gameplay mechanic. Though, it would have been nice to be able to do something else besides sightseeing.
Before I get to the story, which I will save for another post, I?m going to discuss the soundtrack. In recent years, there really hasn?t been much in terms of game soundtracks that I would consider something worth downloading or purchasing. Only a handful of games come to mind such as Mega Man 9, God or War 3, and the Mass Effect series. Regarding Final Fantasy 13, its soundtrack astonishes me. The fact that Nobuo Uematsu didn?t have any part in the soundtrack certain made fan?s apprehensive in getting this game, but it didn?t faze me. To me, I was indifferent and somewhat glad that someone else is getting a shot at composing a Final Fantasy game. It?s nice that Square was generous enough to give Uematsu a break from Final Fantasy, though it?s short lived since he ended up composing music for FF14.
Masashi Hamauzu (I know more people helped him) did an exceptionally job as I feel that FF13?s soundtrack could be one of my top favorite soundtracks from a video game. It seems he has incredible musical range as he created a heartfelt blues track Daddy?s Got the Blues that could be part of Cowboy Bebop to a not-so-bad rock track, Snow?s Theme. Vanille?s Theme has a happy/sadness feel to it that perfectly reflects the character it?s based on and some elevator-esque music; The Yaschas Massif is delightfully relaxing. (Beautiful flute-work on that track.) My top favorite track is Saber?s Edge, the obligatory boss music captures the intense vibe handling those encounters.
For those who complained that the Victory Fanfare didn?t show up this game around, I didn?t miss it. Not one bit. I?ve gotten kind of burnt out from hearing it all the time, especially since I decided to beat the Final Fantasies game that I haven?t tried or lost interest in. Besides, I think it?s about time that they retire it and create a new victory theme. Hell, I would even settle for Chrono Cross?s victory theme for a Final Fantasy game. (I think it?s the superior victory theme, in my opinion.) Some things don?t have to be consistent.
Overall, the soundtrack is beautiful to my ears and I highly recommend a listen to, even if you aren?t a Final Fantasy fan. I kind of wish I had gotten the collector?s edition of this game, that way I can own the soundtrack as well. Oh well, maybe I?ll find it available somewhere on-line.
My time playing this game felt worth its value. Sure it?s slow to pick-up and it?s definitely linear but I truly loved this game. Next post will be about the story so expect spoilers and complaints.
Log in to comment