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Final Fantasy XIII


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Yeah the setting is so not romance material.

 

More like it'd just be wrong on so many levels. (Only read following spoiler if you've watched both the TGS and the final trailers and have pretty much figured out what's implied)

 

 

Snow falling for Lightning and vice-versa after Serah dies/becomes a crystal? Ugh.

 

 

So looks like MT would have to watch this for his fix what with being the DudeBro and shite:

 

Could still have SnowxHope. :happydance:

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lol what?

 

My thoughts exactly.

 

Yeah saw the trailers and figured that it might happen. Hope it doesn't though. We need more twisted writing in RPGs where there are better/less cliched or no romances or more open-ended gameplay with the chance to get them all like ME2.

 

 

I think he's going to call her nee-san throughout the game, so it won't happen

 

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IGn review

 

Final Fantasy XIII strips away so much of what we've come to expect of a Japanese RPG that it puts forward a strong case for not being considered as one at all. Yes, it's true that the first half of the game funnels players through one long, winding path, but that overarching linearity is just one of many stark design decisions taken by a game that's ruthless in its jettisoning of some of Final Fantasy's most treasured traits. Towns are gone, non-playable characters all but exterminated and there's nothing in the way of extracurricular activity until beyond that thirty hour mark. The series' has never been truly open-ended, but Final Fantasy XIII's more stubborn than most in its insistence to stick to the script.

 

Active Time Battle (ATB), a system that's powered the games since 1991, makes a comeback in spectacular fashion, and while Final Fantasy X and its direct sequel are the nearest touchstones (no shock given X's battle planner Toshir? Tsuchida has taken on the same role for XIII, while X-2's director Motomu Toriyama takes the reins for the first time in a mainline entry) XIII easily trumps both. At the most basic level, characters draw upon an APB bar that fills over time for their moves, with more powerful moves demanding more sections of the meter. It makes for fast-paced encounters whereby correctly inputting the optimum moves can be as challenging as selecting the right strategy, although an auto-battle option puts the game on auto-pilot if so desired
.

 

It's a problem that's felt across the board; large parts of Final Fantasy XIII feel overprescribed and overly restrictive. As has widely been reported the path only widens after 30 hours, but in some ways that's the least of its crimes – it takes 25 hours for the game to hand over control of who's in the party and who leads it, the culmination of an unnecessarily protracted drip feed of skills and techniques that saps much of the enjoyment that's to be had with the otherwise superlative combat system.

 

9.5 Presentation

As you'd expect from a Final Fantasy, it's front-end is immaculate, proving both user-friendly and drop dead gorgeous.

10 Graphics

Final Fantasy XIII consistently delivers some of the most stunning sights we've seen this generation - and it's going to take something to top their splendour.

9.5 Sound

Nobuo Uematsu's absence isn't felt too much, as from the Battle Theme onwards the soundtrack's excellent. Even Leona Lewis' effort ain't half bad.

8.0 Gameplay

While the combat is stellar it's left to carry too much weight, with little else aside to engage the player.

8.0 Lasting Appeal

Yes, it's sixty hours to see it to the end, but that doesn't mean sixty quality hours - too much of it is lost to banal and repetitive grinding.

8.3

Impressive

OVERALL

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