Gram Negative Cocci said:
what...
Look I like the game but what you wrote just doesn't make sense:
1) Seaside City of Bodhum where you control Snow. It wasn't a town. It wasn't even a village! It was a stripe of beach and 1 (one!) tiny-ass shack (bar) on it. It was laughable at best.
2) in pretty much every FF title ever the party is being chased by the government at some place in the history. And in every other game you had beatiful, "walkable" towns be it in 2D (FF7, FF8) or 3D (FF12). This argument that l'Cie are being hunt down and Square didn't make HD Towns because of that makes no fucking sense and is the cheapest cop-out FF13 fanbois have ever produced.
3) Palumpolum was the closest we got to real HD Towns. It looked fantastic but saying we could "talk to people" there is silly. There were no dialogues in FF13 except during the very first minutes on Palmecia (before the chapter really starts). No talking in Palumpolum and no talking during Eden siege. Totally wasted opportunity!
Extra point:
4) The City of Light (Nautilius) with like 4 tiny-ass corridors and a blocked Chocobo Square was just embarrassing and a slap in the face for FF fans. When the CG started, before I could actually walk in there, I thought this would be like Golden Saucer from FF7. Amazing looking, HD Golden Saucer! What we all got... pathetic.
So please, stop defending the game for the traits it totally doesn't show and for the things were Square really, really dropped the ball.
FF13 had amazing graphics, battle system, good story etc. but nothing like "homages" to old FF titles, talking with NPCs etc.
Fanboi?
Wow....... Really?
I don't think anybody has ever referred to me being a fanboi of anything so, um, thanks!
Alright seriously though, I know Bodhum wasn't a town in the traditional sense (I even wrote 'town' with the marks and everything) but it largely served the same purpose and despite it's size (it was simply a flashback after all) managed to be memorable and imo fairly well done.
The game up until that point had a relentless narrative (after literally beginning in a war zone) and didn't really let up until this moment. It was a well done break in the narrative and I really do see it as a homage to the older style.
The game up until that point was pretty much the least Final Fantasy Final Fantasy what with the 'exploration' choices, overhauled battle system, items, shops, etc then you get to Bodhum which actually isn't a corridor and offers you an (extremely limited) experience of exploration, you were talking to NPC's for clues to locate somebody and even pressing X to talk, all of which were reminders of the old style and removed from what had gone into the game before this point.
The game being so striped down suited the story it was telling and it really did (for me) feel relentless and taking a break to do a sightseeing tour around a town would've broken this.
This is NOT an excuse for lazy environments or lack of towns, all I'm saying is due to the way the story was presented, I didn't personally miss them or think their exclusion had an overall impact on the story.
Finally, I distinctly remember talking to people. You don't remember the kid who had lost his grandfather and the other people discussing their worries / fears of l'cie?
Again it wasn't reams and reams of dialogue but it was there, understated like everything else in the game and I was thankful for it.