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FINAL FANTASY XIII | The Official Import Thread

VegaShinra said:
I didn't expect a world to match XII, but to go from huge to almost non-existent was odd. Fans of the series starting from FFVII will probably not find a problem with the game at all. If you hold FFVI and the older titles as the best of the franchise, then XIII will be near the bottom. It's a solid game and RPG it just isn't the next step forward for the series at all.

I actually enjoyed V and VI more than VII-IX. For me, most FF games are kind of the same in terms of quality: interesting, flawed experiences that try to bite more than they can chew. I think XIII is doing something very smart in disregarding the fluff and going for a more streamlined, focused experience.

They still tried to bite more than they could chew, though. :lol
 
I won't argue the opinions on linearity or world design, but I can't buy the argument this game doesn't feel like Final Fantasy. This game is pure FF no matter how you dissect it. Everything is over the top, melodramatic, and insanely beautiful. Seriously this game screams FF even more than FF12 does, and I absolutely adore FF12. I wish I knew what imaginary barometer people were using to measure the FFness of an FF. It says Final Fantasy with a number after it, it's an FF, and so far this one hasn't disappointed me.

If you're thinking that not having towns or npcs to interact with or open world exploration is what makes an FF, you're confused in that those are the elements of any standard JRPG. Those aren't qualities inherent of only an FF title. I will gladly support the argument that 13 isn't a typical JRPG, but neither was 12, so why is this a big deal again 3 years later?
 
neojubei said:
Help

Anyone have any advice on the Chapter 9 boss, he is really pissing me off, been on that same boss for about a few days now. I go after the smaller heads and all of a sudden, he spams everyone with attacks killing everyone. I used a combination of Lightning, Sazh, Vanille or Lightning, Snow and Hope. I try to enchance everyone before the battle but then that bastard just spams so much attacks i cannot even kill one of the heads.

I think I used the default team there, which was Lightning/Hope/Fang if I remember correctly. Either way, just don't stop moving. If your characters are attacking while he does the beam attack then chances are they will be moving out of its path while they do their attacks. The little beams he does while the heads are alive never gave me problems, but he does a really big one when the heads are dead and I thought the strat there was to use a defender and tank it, but you simply cannot survive if your characters stand in the beam. Just treat it the same as the first stage beams and you should get him down.

Enhancing everyone just takes too much time. I think most of the fight I was bla/hlr/atk because of the damage you take but you have to get the heads down as quick as you can and use a Jammer to remove haste when they start spamming AOE shit. Use Libra on them too since they get healed by some spells.
 
7Th said:
XIII is a very daring FF game in the sense that it does away with all pretensions of illusory, tedious, diversity and focuses everything on creating a core, very solid, battle mechanic that single-handedly provides more excitement and entertainment than any previous FF, X and XII notwithstanding, game ever did.

I like the battle system a lot in theory. When the battles aren't too difficult it's super fast and fun, but when you're in a difficult battle and you need to rely on AI characters to use certain abilities the whole system starts to fall apart.

An Enhancer will almost always try to cast Protect first, so if you have an enemy that can do de-protect then the enhancer will stupidly recast that spell over and over again. I've had Hope screw our party over so many times because I just needed him to cast Haste -> Brave on everyone.

I've seen Fang in Defender not taunt the boss for 3 or 4 rounds lead to a game over. I've put her in Jammer and just had her stand there and not use Stop even though the enemy is weak to it.

I've seen Lightning alternate between Fire and Fire Blow even though the later deals 3x the damage on a boss; ignoring the fact that alternating between magic and physical causes the chain to take longer thereby increasing the frequency that character will get to act. She'll use Firaga even when there's only one enemy in range and using two fires would have resulted in more break damage.

I like a lot of the ideas behind the battle system and it can be very fast and visceral. In practice it just doesn't work well enough.
 
VegaShinra said:
No, FFX is one of my favorite FF titles. I loved the characters, music, and battle system. Something just seems to be missing from XIII. I don't see how they could go from a huge open world of XII to the linear style of X again.

I like FFXIII it just feels like it's missing something. Whether it's the new battle system, lack of random battles, or just how the game is flowing, it just seems like something is lacking.

The reason I brought up FFX is because it is essentially the same thing for most of that game (eq linear monster hallways, fight, cutscene, repeat), except the monsters in the monster hallways are randomly encountered instead of on the field.
 
So far I'm enjoying the battle system, but the story and characters are making me face palm. Having me friend translate as we go, helps a lot. I don't mind grinding because I actually enjoy it. I really do wish for real towns and actual interaction with npcs.
 
I don't think people are understanding exactly what about this game makes it feel lacking as an ff game. Sure there are lots of things they did right but there definitely is a big hole there that some people will notice

it's not the linearity. All ff games can be linear if you play them a certain way.

The problem is in variety and content. FFX might have been liner as hell for most of the game but at the end when it opened up there was a whole variety of things you can do. Sure some people probably hated shit like bliztball and lighning dodging but even if you did there was something else to entertain you.

In this game once you get to the end you better hope you aren't burnt out on fighting because that's basically your only choice.

That is what is missing to me. They just didn't put any effort in the little details that most FF games have which just give the world more charm. I am probably the odd one out but I always get a grin on my face when I completely bomb the marching game in Junon or when I finally find that one NPC in town that wants to play cards with me or even kicking a ball around in costa del sol.

The world of FFXIII just feels dead and lifeless to me because well it is. There is nothing there to give the feel that it is actually supposed to be a cohesive world.
 
Syntek said:
The last area was giving me 32-35k a fight, not very long ones either. I wonder if those respawn on reloading. If they do, it's probably the best place in the game to grind CP.

You mean the three bosses that you had to defeat to get to that area? They are just roaming around at the end. I guess if you can find a way to reliably kill them in a short amount of time they would be great exp.

I used the spot in Gran Pulse where the two behemoths are fighting each other to grind for exp. You have a 100% chance to get a surprise attack and can finish the fight in around 15 seconds and get like 6200 CP every time. You also don't have to leave the area for them to respawn. Just run back a little past the save point which is about 5 seconds away and run back. You can probably get 2 or 3 battles in every minute or so.

Vect said:
I just came across this: http://www.youtube.com/watch?v=Nd0J-F0Wh1I

That is one amazing track.

Yeah that's a good one. There are definitely some great tracks in FFXIII.
 
BudokaiMR2 said:
I don't think people are understanding exactly what about this game makes it feel lacking as an ff game. Sure there are lots of things they did right but there definitely is a big hole there that some people will notice

it's not the linearity. All ff games can be linear if you play them a certain way.

The problem is in variety and content. FFX might have been liner as hell for most of the game but at the end when it opened up there was a whole variety of things you can do. Sure some people probably hated shit like bliztball and lighning dodging but even if you did there was something else to entertain you.

In this game once you get to the end you better hope you aren't burnt out on fighting because that's basically your only choice.

That is what is missing to me. They just didn't put any effort in the little details that most FF games have which just give the world more charm. I am probably the odd one out but I always get a grin on my face when I completely bomb the marching game in Junon or when I finally find that one NPC in town that wants to play cards with me or even kicking a ball around in costa del sol.

The world of FFXIII just feels dead and lifeless to me because well it is. There is nothing there to give the feel that it is actually supposed to be a cohesive world.

Exactly. The only interaction in the game is through battles. Unfortunately the battles, while fun, are heavily automated and can get a bit repetitive.
 
To be honest, playing half-baked mini-games and talking to irrelevant NPC is just real tedious to me. It's superficial interaction, boring filler that doesn't amount to any kind of satisfying gameplay experience.

Maybe you guys are able to enjoy that kind of stuff, but I'm real glad they did away with it and tried to go for a more focused experience like the one SRPGs provide. Now, if they could just tweak the AI and weapon synthesis system for the Final Mix release next year...
 
Well this definitely comes down to taste but it just doesn't make sense to me that taking out gameplay variety(even simple stuff) will somehow make the game more tedious. I find the opposite. I always though they broke up the repitition of constantly battling and dungeon crawling.

Honestly I don't know what exactly differentiates XIII as an RPG versus a dungeon crawler. Besides cutscenes I guess

Also I am pretty sure there was a whole thread of people would swarm you for calling ff8s card game tedious and superficial :)

Again I am not pointing out that it makes the gameplay something amazing. Too me they are details that make the worlds feel more lively and charming.
 
7Th said:
To be honest, playing half-baked mini-games and talking to irrelevant NPC is just real tedious to me. It's superficial interaction, boring filler that doesn't amount to any kind of satisfying gameplay experience.

Maybe you guys are able to enjoy that kind of stuff, but I'm real glad they did away with it and tried to go for a more focused experience like the one SRPGs provide. Now, if they could just tweak the AI and weapon synthesis system for the Final Mix release next year...

So all mini-games need to be half-baked and all NPCs have to be irrelevant? Instead of just throwing those aspects out the window they could have made them enjoyable.

Why do all of you FFXIII apologists have such low standards and expectations? Instead of demanding that they make exploration and the various systems interesting you are blindly defending the designers for simply getting rid of those gameplay elements. It's like you guys believe that there was no other way to make the game or something.
 
7Th said:
To be honest, playing half-baked mini-games and talking to irrelevant NPC is just real tedious to me. It's superficial interaction, boring filler that doesn't amount to any kind of satisfying gameplay experience.

Maybe you guys are able to enjoy that kind of stuff, but I'm real glad they did away with it and tried to go for a more focused experience like the one SRPGs provide. Now, if they could just tweak the AI and weapon synthesis system for the Final Mix release next year...

That lack of superficial stuff is part of why I can't get into most SRPGs. :lol

To me the presence of all the incidental side-quests, NPCs and filler is what fleshes out the world and makes it feel more believable. It's a vital part of the immersion for me.

Part of what I like in RPGs (and in particular Final Fantasy) is a feeling of "being in a place". When there is more detail and background elements than I care to investigate my mind stops thinking of the game as dungeons, towns, etc and I can begin to feel like I'm exploring a world and of really being there.
 
7Th said:
To be honest, playing half-baked mini-games and talking to irrelevant NPC is just real tedious to me. It's superficial interaction, boring filler that doesn't amount to any kind of satisfying gameplay experience.

Maybe you guys are able to enjoy that kind of stuff, but I'm real glad they did away with it and tried to go for a more focused experience like the one SRPGs provide. Now, if they could just tweak the AI and weapon synthesis system for the Final Mix release next year...


This. This. This.
 
I've beaten all the side missions except mission 64 now. Mission 55 specifically was a bitch! Took me like another 50+ hours of playing after beating the game just to get this far. So I am 100+ hours in now.

I am close to maxing out 5 out of the 6 roles for each character. It's a shame that the additional 3 roles don't actually improve your character that much. Also it is much harder to max those out than the starting 3. 60,000cp to 120,000cp on some of those ticks.

But I have this ring that gives 2x CP per kill so I can get 80,000cp per Adamantamai. Unfortunately I triggered some end game event because now all the Adamants on the main field have evolved into an much stronger slightly blue/grey version called Rongui and Sha-Rongui which do stupid amounts of damage and are way more aggressive than the normal Adamants. Oh, an these guys are are immune to Death. Fortunately there is always 1 Adamantamai that re-spawns in the main field area. So I can just grind on him for CP, Platinum Ingot and Trapzhedoron.

I've only gotten 1 Trapzhedoron out of like 100 of those F-ers I've killed. I don't understand why my drop rate is so low. I've been restarting and loading a save game if I don't at least get a Platinum Ingot, because at least those I can sell for 150,000 gil a pop.

I'm slowing getting 5 stars ratings on all the missions too. I still need about 1/3 of them.
 
Zefah said:
So all mini-games need to be half-baked and all NPCs have to be irrelevant? Instead of just throwing those aspects out the window they could have made them enjoyable.

Why do all of you FFXIII apologists have such low standards and expectations? Instead of demanding that they make exploration and the various systems interesting you are blindly defending the designers for simply getting rid of those gameplay elements. It's like you guys believe that there was no other way to make the game or something.

They just realized that the best Final Fantasy game to date threw pointless filler such as mini-games, towns that could easily be replaced with menus and talking to NPCs out of the window.

alske said:
That lack of superficial stuff is part of why I can't get into most SRPGs. :lol

To me the presence of all the incidental side-quests, NPCs and filler is what fleshes out the world and makes it feel more believable. It's a vital part of the immersion for me.

Part of what I like in RPGs (and in particular Final Fantasy) is a feeling of "being in a place". When there is more detail and background elements than I care to investigate my mind stops thinking of the game as dungeons, towns, etc and I can begin to feel like I'm exploring a world and of really being there.

What can I say? I love SRPGs and the unpretentious experience they provide.
 
PuppetMaster said:
I've only gotten 1 Trapzhedoron out of like 100 of those F-ers I've killed. I don't understand why my drop rate is so low. I've been restarting and loading a save game if I don't at least get a Platinum Ingot, because at least those I can sell for 150,000 gil a pop.

I'm slowing getting 5 stars ratings on all the missions too. I still need about 1/3 of them.
I've lucked out and got 3 out the many times I've fought them, but I can never get Death to proc except for when I fought Neochu. It's all luck of the draw at best.
 
7Th said:

Yeah, and that's fine. I enjoy dungeon crawls for much the same reason.

I'm just offering my point of view on why people might be a bit disappointed that 13 is lacking in ancillary content.

I actually think the gameplay is frustratingly close to being awesome. If the US release wasn't so close then they might be able to fix it up by then...
 
Honestly SRPGs are allowed to get away with it because they have extremely deep and complicated battle systems. XIII does not exactly fullfill this requirement.


Also using one of the most stagnant genres around (even more than RPGs) isn't the best comparison for FF which is known for change and innovation

in fact one of the best SRPGs in years actually did a good job with towns and extra content besides battles.

berwick saga
 
Curse iPhone posting

also I would have been happier of the optional content in ffxiii was more interesting. However I don't enjoy running back and forth aroudn the same areas for 40 hours entertaining.
 
7Th said:

I love FF Tactics and SRPGs as well. What does that have to do with FFXIII? The battle system in FFXIII doesn't hold a candle to the depth of battle systems in SRPGs like FF Tactics. Furthermore, even in FF Tactics there were side missions that were spread throughout the game (not just bunched near the end of the game) and lots of customization through equipment options and the job system.

alske said:
Yeah, and that's fine. I enjoy dungeon crawls for much the same reason.

I'm just offering my point of view on why people might be a bit disappointed that 13 is lacking in ancillary content.

I actually think the gameplay is frustratingly close to being awesome. If the US release wasn't so close then they might be able to fix it up by then...

You can't call it a dungeon crawler either because there is absolutely no resource management or "risk vs reward" element in the game. It is a bunch of hallways with mildly interactive battle scenes.
 
BudokaiMR2 said:
Honestly SRPGs are allowed to get away with it because they have extremely deep and complicated battle systems. XIII does not exactly fullfill this requirement.

True, but it was closer to doing so than previous FF games... it was just a little bit constrained by the FF name. Kinda like XII, in a way. I think a sequel/prequel that disregards previous FF conventions even more could be incredible.
 
Can you reduce the voice track volume in FFXIII? Dumb question but I was just curious. Often times I find VA in RPG's to be way too high at the default level.
 
Simple, possibly stupid, question:

If I loved X but couldn't even finish XII, will I like XIII? I only ask because I've seen a lot of people saying how this game is similar to X and very different from XII.
 
Zefah said:
I love FF Tactics and SRPGs as well. What does that have to do with FFXIII? The battle system in FFXIII doesn't hold a candle to the depth of battle systems in SRPGs like FF Tactics.

Was FFT so deep? I don't say FFT was superficial, but.
 
Cedille said:
Was FFT so deep? I don't say FFT was superficial, but.

Compared to FFXIII? Yeah.

Blader5489 said:
Simple, possibly stupid, question:

If I loved X but couldn't even finish XII, will I like XIII? I only ask because I've seen a lot of people saying how this game is similar to X and very different from XII.

I like both X and XII quite a bit, but am not a big fan of XIII. The structure of FXIII is definitely closer to FFX, but it takes the linearity to new extremes and the battle system is completely different. I don't think it is really fair to call the two similar. What did you like most about FFX? If the cheesy drama and pretty cutscenes were your favorite aspects of the game then perhaps you will like FFXIII as well.
 
Zefah said:
I love FF Tactics and SRPGs as well. What does that have to do with FFXIII? The battle system in FFXIII doesn't hold a candle to the depth of battle systems in SRPGs like FF Tactics. Furthermore, even in FF Tactics there were side missions that were spread throughout the game (not just bunched near the end of the game) and lots of customization through equipment options and the job system.

That's because it had to remain accessible to the usual numbered crown. Despite its faults, namely the lack of AI customization and how false the control you have over the character growth actually is, FFXIII's battle system has many great ideas. The Final Mix re-release next year is going to be great, with a richer Job System and a secret CGI preview for FFXIII: Birth Before Crisis.
 
Zefah said:
I love FF Tactics and SRPGs as well. What does that have to do with FFXIII? The battle system in FFXIII doesn't hold a candle to the depth of battle systems in SRPGs like FF Tactics. Furthermore, even in FF Tactics there were side missions that were spread throughout the game (not just bunched near the end of the game) and lots of customization through equipment options and the job system.



You can't call it a dungeon crawler either because there is absolutely no resource management or "risk vs reward" element in the game. It is a bunch of hallways with mildly interactive battle scenes.

Yeah, I agree.

But I think with some meaningful choices in the Crystarium leveling system plus a more control over your characters in battle and you could actually turn those hallways into a series of interesting, ever-escalating encounters.

As it is right now, I agree, it's broken.
 
7Th said:
True, but it was closer to doing so than previous FF games... it was just a little bit constrained by the FF name. Kinda like XII, in a way. I think a sequel/prequel that disregards previous FF conventions even more could be incredible.

gonna use this opportunity to use one of my favorite phrases my grandpaused to use

almost only counts in horshoes and hand grenades

if they were going te battle centric route it would be nce foe the battle systems and other supprting systems to be nice and complex
 
BuRT! said:
I think I used the default team there, which was Lightning/Hope/Fang if I remember correctly. Either way, just don't stop moving. If your characters are attacking while he does the beam attack then chances are they will be moving out of its path while they do their attacks. The little beams he does while the heads are alive never gave me problems, but he does a really big one when the heads are dead and I thought the strat there was to use a defender and tank it, but you simply cannot survive if your characters stand in the beam. Just treat it the same as the first stage beams and you should get him down.

Enhancing everyone just takes too much time. I think most of the fight I was bla/hlr/atk because of the damage you take but you have to get the heads down as quick as you can and use a Jammer to remove haste when they start spamming AOE shit. Use Libra on them too since they get healed by some spells.


Thanks but it doesn't help me. I killed all the heads, apparently using libra on them then spam blaster/atk/heal works for the heads but then Square thought it cute to not only have the main head shoot tons of lasers hitting everyone on the team but but this is the best part, shoulder lasers with absolute killing power, so what the hell, this boss does not want to die at all. So even if everyone at full health fighting the good fight, shoulder laser and everyone DEAD. So this is day 5 or 7 on this same boss, finally killed the heads and now the shoulders than ultimate killing power so i cannot even more or anything.
 
neojubei said:
Thanks but it doesn't help me. I killed all the heads, apparently using libra on them then spam blaster/atk/heal works for the heads but then Square thought it cute to not only have the main head shoot tons of lasers hitting everyone on the team but but this is the best part, shoulder lasers with absolute killing power, so what the hell, this boss does not want to die at all. So even if everyone at full health fighting the good fight, shoulder laser and everyone DEAD. So this is day 5 or 7 on this same boss, finally killed the heads and now the shoulders than ultimate killing power so i cannot even more or anything.

When he rears up to charge his big attack set your guys to attack/blaster/blaster. If you do enough damage there will be some explosions on him and some of the charging barrels will flicker. He'll only do about 1/3-1/2 the normal damage then.
 
Honestly I automatically disregard the opinions of people who are looking to final remix or whatever. I didn't pay their ridiculous price for a halfbaked game and rpg re-releases are a HORRIBLE trend

learn how to make a game the first time for fucks sake.
 
BudokaiMR2 said:
Honestly I automatically disregard the opinions of people who are looking to final remix or whatever. I didn't pay their ridiculous price for a halfbaked game and rpg re-releases are a HORRIBLE trend

learn how to make a game the first time for fucks sake.

Has S-E ever done that, anyway? FF games are usually broken the first time around, I didn't expect XIII to be any different.
 
7Th said:
Has S-E ever done that, anyway? FF games are usually broken the first time around, I didn't expect XIII to be any different.

Now that's just a stupid comment. The only FF game where the International version actually fixed gameplay problems was FFXII. FFX and FFX-2 simply added more optional content, while preserving everything else.
 
duckroll said:
Now that's just a stupid comment. The only FF game where the International version actually fixed gameplay problems was FFXII. FFX and FFX-2 simply added more optional content, while preserving everything else.

Now now let's let him keep using his selective memory to try and justify the games faults

it's entertaining :)
 
duckroll said:
Now that's just a stupid comment. The only FF game where the International version actually fixed gameplay problems was FFXII. FFX and FFX-2 simply added more optional content, while preserving everything else.

Sorry, I was just thinking more about the lines of III and IV being greatly improved in their DS remakes. It was until I had already clicked the Submit Reply button that I realized that the situations couldn't be more different. :(
 
7Th said:
Has S-E ever done that, anyway? FF games are usually broken the first time around, I didn't expect XIII to be any different.

The only FF re-release that actually made significant changes to the gameplay was FFXII with the Zodiac Job System. I played through it and the balance still breaks down in the latter half of the game, but it was an interesting change. The rest of the re-releases simply added in English voice acting and some extra content as Duckroll mentioned.

I also agree that RPG re-releases are a terrible terrible trend.

7Th said:
Sorry, I was just thinking more about the lines of III and IV being greatly improved in their DS remakes. It was until I had already clicked the Submit Reply button that I realized that the situations couldn't be more different. :(

Wait, remakes? So now we have to wait 10+ years for an improved version of FFXIII?
 
duckroll said:
Now that's just a stupid comment. The only FF game where the International version actually fixed gameplay problems was FFXII. FFX and FFX-2 simply added more optional content, while preserving everything else.

Well FFX International did have minor tweak to the sphere grid. Each characters starting point were near to each other If I remember well ;). Might be a bit OT but did you play FF12 Int duckroll? I'm curious to hear your opinion on this. Did the Zodiac Job system really improve the experience? Being able all the gambits from the starts seemed like a nice addition too!
 
Vamphuntr said:
Well FFX International did have minor tweak to the sphere grid. Each characters starting point were near to each other If I remember well ;). Might be a bit OT but did you play FF12 Int duckroll? I'm curious to hear your opinion on this. Did the Zodiac Job system really improve the experience? Being able all the gambits from the starts seemed like a nice addition too!

FFX International did no such "tweak", instead it offered a choice of the original board and a completely new board for experienced players. The International grid is by no means a "fix", but an alternative for people who already played the original and want something different.

And no, I never bothered with FFXII Int. In general, I don't see myself ever replaying games which I have put over a hundred hours into and completed.
 
BudokaiMR2 said:
Now now let's let him keep using his selective memory to try and justify the games faults

it's entertaining :)

Well, I know it looks like I'm justifying the games' faults... but I think it is, like all other FF games, an almost masterpiece with great ideas and some really awkward mistakes. I'm loving it because I find the battle system real fun and the streamlined presentation is, to me, really sleek and appealing, but I don't think I would ever force anyone to call it objectively great.

What I am defending is, however, the conscious design choice to remove all filler from the core experience. Then again, I accept that different people have different ideas of what the "core experience" in a JRPG actually represents.
 
Before playing the game, I had it in my mind that this game was really trimming the fat, or filler as you say. I discovered though just how important this filler was to me. I'm sure there will be many viewpoints on this move.
 
I don't know how you can blanket label every town and sideques in FF as filler but whatever.

I have said that the streamlined presentation and gameplay have their merits but I don't think it would have hurt the game to have more content and variety. It really was the most repetitive FF(any rpg actually) that I have ever played.
 
alske said:
When he rears up to charge his big attack set your guys to attack/blaster/blaster. If you do enough damage there will be some explosions on him and some of the charging barrels will flicker. He'll only do about 1/3-1/2 the normal damage then.


God bless you. You are a gentleman and a scholar.
 
BudokaiMR2 said:
I don't know how you can blanket label every town and sideques in FF as filler but whatever.

I'm sure some people feel they're just distractions that get in the way of the main game. I kind of thought I might react similarly. I just realized that this filler was so important for me to feel part of the world and connect with the game on a level that only RPGs allow me to. Also, it really helped to pace the game better...I can only handle little bits of FF XIII at a time.
 
BudokaiMR2 said:
I don't know how you can blanket label every town and sideques in FF as filler but whatever.

I have said that the streamlined presentation and gameplay have their merits but I don't think it would have hurt the game to have more content and variety. It really was the most repetitive FF(any rpg actually) that I have ever played.

I agree.

I find the smaller cast and increased focus on the characters makes the story more engaging and accessible. Yet I find the lack of anything in the periphery to make the story and characters ring a bit hollow.

Similarly I like switching between a small yet flexibly number of different optimas as a way to control the macro-level strategy of my group. It's intuitive yet potentially very deep. However, the lack of fine-grain control when it's needed makes things more frustrating and difficult then it should be.
 
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