Cocoon a utopia in the sky.
Its inhabitants believed their world a paradise.
Under the Sanctum's rule, Cocoon had long known peace and prosperity.
Mankind was blessed by its protectors, the benevolent fal'Cie, and believed that tranquil days would continue forever.
Their tranquility was shattered with the discovery of one hostile fal'Cie.
The moment that fal'Cie from Pulse the feared and detested lowerworld awoke from its slumber, peace on Cocoon came to an end.
Fal'Cie curse humans, turning them into magic-wielding servants.
They become l'Cie chosen of the fal'Cie.
Those branded with the mark of a l'Cie carry the burden of either fulfilling their Focus or facing a fate harsher than death itself.
A prayer for redemption.
A wish to protect the world.
A promise to challenge destiny.
After thirteen days of fates intertwined, the battle begins.
Its inhabitants believed their world a paradise.
Under the Sanctum's rule, Cocoon had long known peace and prosperity.
Mankind was blessed by its protectors, the benevolent fal'Cie, and believed that tranquil days would continue forever.
Their tranquility was shattered with the discovery of one hostile fal'Cie.
The moment that fal'Cie from Pulse the feared and detested lowerworld awoke from its slumber, peace on Cocoon came to an end.
Fal'Cie curse humans, turning them into magic-wielding servants.
They become l'Cie chosen of the fal'Cie.
Those branded with the mark of a l'Cie carry the burden of either fulfilling their Focus or facing a fate harsher than death itself.
A prayer for redemption.
A wish to protect the world.
A promise to challenge destiny.
After thirteen days of fates intertwined, the battle begins.
TITLE | FINAL FANTASY XIII ファイナルファンタジーXIII
PRODUCER | Yoshinori Kitase
DIRECTOR | Motomu Toriyama
CHARACTER DESIGN | Tetsuya Nomura
SUB-CHARACTER DESIGN | Nao Ikeda
MUSIC | Masashi Hamauzu
ART DIRECTOR | Isamu Kamikokuryo
SUMMON DESIGN | Chikako Nakano
MAIN PROGRAMMER | Kazumi Kobayashi
MOVIE DIRECTOR | Eiji Fujii
BATTLE DESIGN | Toshiro Tsuchida
WEAPON DESIGN | Tetsu Tsukamoto
RELEASE DATE | December 17. 2009
GENRE | Role Playing
PRICE | ¥9,240
For PlayStation 3
Official Site
TROPHIES
22 Bronze | 3 Silver | 3 Gold
Bronze trophies will be easily acquired by completing the story. Gold trophies will take more effort.
Some trophies allow access to special custom XMB themes with conditions ranging from easy to difficult.
REVIEW SCORES
Famitsu: 10/9/10/10.
BONUS
The first pressing of the game comes with a Final Fantasy XIV Campaign Code a voucher for an in-game item for Final Fantasy XIV.
22 Bronze | 3 Silver | 3 Gold
REVIEW SCORES
Famitsu: 10/9/10/10.
BONUS
The first pressing of the game comes with a Final Fantasy XIV Campaign Code a voucher for an in-game item for Final Fantasy XIV.
Active. Time. Battle.
The battle system consists of an expanded take on the Active Time Battle system seen in previous Final Fantasy titles.
Every command has a certain ATB cost attached to it, with each cost depending on the strength of the attack. Because of this, there is no MP within the game.
Magic can only be used inside of battles, so HP is regenerated to characters after each one ends.
Only one character can be controlled at a time.
Once you engage in a battle, you're allowed to restart at any time, and if you fail, you are able to try again.
The player's turn will come up sooner if the ATB slot is partially used.
Selecting commands will all be in real time, however the speed of battles can be changed to either standard or slow.
Included within the battle system is an element called the Break bar. Every enemy has a specific 'breaking point' that depletes as the player uses combo attacks. By continuing a combo, 'Break Mode' is activated, allowing even more damage to be inflicted on the enemy. Once this happens, enemies can then be launched into the air and attacked from there.
The battle system consists of an expanded take on the Active Time Battle system seen in previous Final Fantasy titles.
Every command has a certain ATB cost attached to it, with each cost depending on the strength of the attack. Because of this, there is no MP within the game.
Magic can only be used inside of battles, so HP is regenerated to characters after each one ends.
Only one character can be controlled at a time.
Once you engage in a battle, you're allowed to restart at any time, and if you fail, you are able to try again.
The player's turn will come up sooner if the ATB slot is partially used.
Selecting commands will all be in real time, however the speed of battles can be changed to either standard or slow.
Included within the battle system is an element called the Break bar. Every enemy has a specific 'breaking point' that depletes as the player uses combo attacks. By continuing a combo, 'Break Mode' is activated, allowing even more damage to be inflicted on the enemy. Once this happens, enemies can then be launched into the air and attacked from there.
Optima Change is an extension of the battle system in that it allows the party leader as well as the non-controlled party members to be given a certain class, or role which determines their abilities.
Optimas consist of three roles per Optima. An Optima can be changed any point during the battle, however you can only make adjustments to the party as a whole, not an individual character.
There are six jobs, or 'roles.' As character roles increase, more Optimas become available.
Some examples include: Attacker strike at enemies with a multitude of attacks. Blaster use elemental attacks creating chains more easily. Defender Focus on defense and draw enemy attacks to them. Roles can be changed in real time to adjust to specific battle conditions.
Optimas consist of three roles per Optima. An Optima can be changed any point during the battle, however you can only make adjustments to the party as a whole, not an individual character.
There are six jobs, or 'roles.' As character roles increase, more Optimas become available.
Some examples include: Attacker strike at enemies with a multitude of attacks. Blaster use elemental attacks creating chains more easily. Defender Focus on defense and draw enemy attacks to them. Roles can be changed in real time to adjust to specific battle conditions.
Summons are known as Eidolons and are only able to be used by a l'Cie. The Eidolons use Summon Points (SP) as a lifebar that depletes after a time limit in which the summon then disappears.
Each Eidolon is able to transform into what is called Driving Mode. Driving Mode can be triggered by accumulating Tactical Points (TP).
Every one has a different ultimate attack which will end the summon after being used.
All six characters have one unique summon each in order to give the feel of the character and summon becoming one. Hence, summon growth is tied to character growth such as HP increases. The level of the summon's ultimate attack is determined by how often you use it.
The amount of times one can use summons is also limited, perhaps one use with every one in ten battles.
Each Eidolon is able to transform into what is called Driving Mode. Driving Mode can be triggered by accumulating Tactical Points (TP).
Every one has a different ultimate attack which will end the summon after being used.
All six characters have one unique summon each in order to give the feel of the character and summon becoming one. Hence, summon growth is tied to character growth such as HP increases. The level of the summon's ultimate attack is determined by how often you use it.
The amount of times one can use summons is also limited, perhaps one use with every one in ten battles.
Similar to the Sphere Grid from Final Fantasy X, the Crystarium System is used to advance character growth within the game.
Crystarium Points (CP) are earned with each battle and can be spent on anything from stat increases to magic spells.
The Crystarium System is used to build a characters roles. Once you select a role that you want to advance, CP earned from battles is then used to increase it. Think of the roles as 'levels.' Once you progress to the center of each role chart, that role will then 'level up' and the character will advance to a higher chart.
Characters also have a Crystarium level based on story progression, so there will be maximum level caps for each role.
Crystarium Points (CP) are earned with each battle and can be spent on anything from stat increases to magic spells.
The Crystarium System is used to build a characters roles. Once you select a role that you want to advance, CP earned from battles is then used to increase it. Think of the roles as 'levels.' Once you progress to the center of each role chart, that role will then 'level up' and the character will advance to a higher chart.
Characters also have a Crystarium level based on story progression, so there will be maximum level caps for each role.
Similar to the Hunts in Final Fantasy XII, Final Fantasy XIII features a Mission System based on Gran Pulse.
Missions are completely optional and have no tie to the main story, and they can be completed as many times as one wants.
Completing Missions reward the player with items they can use to improve their weapons.
Some of the quests will have you fight enemies that may even be tougher than the final story-line boss.
Missions also assist in the game's weapon upgrade system in that only some weapons can be upgraded with items obtained from completing them.
Missions are completely optional and have no tie to the main story, and they can be completed as many times as one wants.
Completing Missions reward the player with items they can use to improve their weapons.
Some of the quests will have you fight enemies that may even be tougher than the final story-line boss.
Missions also assist in the game's weapon upgrade system in that only some weapons can be upgraded with items obtained from completing them.
Scenario Montage CM
Action Montage CM
'I've Waited' CM
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