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FINAL FANTASY XIII | The Official Import Thread

Bebpo said:
My problem with WKC and the reason why I still haven't played it despite buying it is that the battle system goes like this at the start:

(you slash little plant enemy once)
waiting for circle to fill back up
waiting for circle to fill back up
waiting for circle to fill back up
(little plant hits you)
waiting for circle to fill back up
waiting for circle to fill back up
(you slash little plant enemy once)
waiting for circle to fill back up
waiting for circle to fill back up

Maybe they fixed that in the International edition?
 
Bebpo said:
I can't make it through more than 2-3 enemies before I want to smash my brains out so I shut the system off. The combat is unbelievably slow and dull. I can't believe they released it as is. Needs an option in the menu for battle speed x 10.

I like rpgs and as long as there is some fun involved I'll play through a game even with a terrible unfinished plot and/or weak graphics. So I was all ready to enjoy WKC but I can't play rpgs where the battles are slow and unfun.

At least XIII was fun and exciting to play!

It's there, unlocked after about 200 hours of mind numbing grinding lol. In all seriousness, WKC becomes a lot faster eventually, but still not anywhere near as exciting as FFXIII.
 
Don't want to derail this thread too much, but what about FFXIII VS? Is that still coming anytime soon? And after FFXIII, what do you guys and gals expect from VS?

Since the team is done with 13, VS should be on way to release this year right?
 
I personally feel right now that a Versus release in 2010 is a pipe dream. I'd love to be proven wrong, but I think S-E wants to give XIII some breathing room.
 
I have to correct myself, its the Kingdom hearts team doing VS, and they've been working on it as long as the FFXIII has been on FFXIII right? It should be pretty far ahead shouldn't it? But like you guys mentioned, it probably won't be out this year since FFIV is set out this year and why have two Final Fantasy games in the same year.

Hopefully we get more info on it this year though. But what are some of you expecting now after playing FFXIII?
 
H_Prestige said:
No. Don't expect that game until Summer 2011 at the earliest.

Spring 2012 release in Japan and December 2012 in America. It will be what destroys the world on December 21, 2012!
 
So I just beat the game, didn't find it too bad. Linearity didn't bother me, it just seemed like every section went on a bit too long especially the long sections where the party breaks into two groups of two.

Two questions I hope someone can answer.

I wasn't able to get one chest throughout the entire game, did I miss XIII's Zodiac Spear or anything important that I cant get unless I grind for hours?

And I wondering about an estimation on how long it will take to complete all the missions, I did a couple and the mandatory ones but still have a lot left.
 
Final Fantasy Versus XIII will be winter 2010 or or early 2011, mark my words!
I have a feeling the game is more complete than we realize.
 
Kagari said:
I have a feeling the game is more complete than we realize.

Definitely. SE doesn't tend to show things until they're almost done (see Crisis Core, KH BBS, FFXIII). I'm sure XIV, Versus, and Agito are progressing and will be out in a year or so.
 
Versus is by the Kingdom Hearts team, though. The "fun factor" of an ARPG depends on it having an entertaining battle system, and I have never enjoyed Kingdom Hearts' battle systems very much. Except for the original Chain of Memories', I honestly had a blast with the deck construction system.
 
MrDenny said:
Versus will probably turn out to be worldwide release.
I hope so. The age where it is acceptable for a delayed western release has passed... the world is so globalized and internet-connected that a game just feels old if it takes any time at all to be released here, even if we get it only 3 months after the Japanese release. It used to be nearly a year or more... but things have changed. I expect international worldwide releases in the future.
 
March 10, 2008 - Fans of Japanese RPGs like Final Fantasy and Dragon Quest know the drill: get all hyped up for the Japanese release of the next installment in your favorite series, then watch the hype deflate as you wait additional six to twelve months for a localized version.

But the classic approach to localizing software may be on the way out.
Square Enix president Yoichi Wada told Japan's Nihon Keizan Shimbun daily today that from here on out, the company will be "making simultaneous releases the norm."

Of course, the question is if this plan includes upcoming monster hits like Final Fantasy XIII and Dragon Quest IX. Both titles are still without a final release date, suggesting that if past schedules hold, we wouldn't have a chance of getting either until 2009 or beyond.

You can thank the strength of the gaming markets outside of Japan for this sudden shift in policy, which is actually just one area of overseas gaming that's drawing the attention of the suits at the Square Enix headquarters in Tokyo. In addition to simultaneous releases, the company is looking into the possibility of forming development studios outside of Japan and even selling overseas-developed games.
Hope this will actually apply to versus.
 
Kagari said:
Well, it's happening with XIV, so maybe...

XIV's not a fair example, it's been happening since the first XI expansion we got, and the userbase typically throws a fit that "simultaneous" means "Thursday and the next Tuesday".
 
Ploid 3.0 said:
Also I think he means HD jrpg, and not just rpg as a whole. There are a lot of non jrpgs out this gen, and some of them are amazing.

Yeah I played alot of western RPG. Oblivion, Fallout 3, Dragon Aga, Mass Effect....

I really was only talking about HD JRPGs. The WKC impressions sound horrible, so my decision is already made. I also liked what I read int he Nutt article.
 
I got the superstar trophy for 5 starring the last boss. I went out to Gran Pulse to start doing hunts but you barely get any CP. Should I just grind the pulls before the last boss?
 
+superb graphics
+best game soundtrack ever
+best battle system from an FF
+excellent narrative and characters
-weak villains
-linear progression
-no mini-games or distractions outside of the story
-no replay value

This really will be the most polarizing FF to date :lol

I think some meaty DLC to flesh out the world, with a few mini games thrown in could work wonders for the game.
 
best soundtrack, really?


7Th said:
Versus is by the Kingdom Hearts team, though. The "fun factor" of an ARPG depends on it having an entertaining battle system, and I have never enjoyed Kingdom Hearts' battle systems very much. Except for the original Chain of Memories', I honestly had a blast with the deck construction system.

Aren't part of 7 and 8 team's working on it too?
 
BlazingDarkness said:
+superb graphics
+best game soundtrack ever
+best battle system from an FF
+excellent narrative and characters
-weak villains
-linear progression
-no mini-games or distractions outside of the story
-no replay value

This really will be the most polarizing FF to date :lol

I think some meaty DLC to flesh out the world, with a few mini games thrown in could work wonders for the game.

I wouldn't say best game soundtrack ever.
Or excellent characters, only a few of them ended up being decent, imo.
But everything else, yeah.
 
I just got to the area where it opens up, and OMFG it's like FF12 with the FF13 battle system and I'm in HEAAAAAAAVENNNNNNNNNNNN.

It's so open, it's kind of scary, because the last 20+ hours HAVE been just run in a straight line! Now I'm all like... woah, where do I go !

Edit: The RPGFan review is pretty spot on, but I don't give a damn about the following things in FFXIII:

NPC Interaction -
The game's core characters are strong enough that I don't feel the need to fill their void by talking with random NPCs.

Towns and sleeping at inns - Who cares, in this game there are story reasons for needing to keep moving.

Lack of random minigames - They've sucked since FFVII. And the battle system is the gift that keeps on giving. It would be fine if they had some but I can live without them.

However, I WILL say that I wish the dungeons had more things to do in them, like a few more puzzles or riddles or something... but at the same time I enjoyed going through them. Some of them had a few repeat areas, but it wasn't anything too horrible.

Honestly the battle system, party chatter, and strong characters make this game the best JRPG I've played in a while. I find that I don't miss the things that are missing at all! If I want to buy a specific item, I can just go to a save point instead of getting in my airship and finding the store that has that item across the world map... I guess it's a matter of taste.

Soundtrack is heavenly and I willllll buy it!
 
I just got to the area where it opens up, and OMFG it's like FF12 with the FF13 battle system and I'm in HEAAAAAAAVENNNNNNNNNNNN.

Seriously. In Chapter 11 myself and everything right before it and since has been unbelievable. Before I was just being an FF fanboy, but now that I'm at this point in the game I respectfully disagree with anyone who thinks this game isn't an FF, or isn't fun, or whatever ridiculous expectations they had of the FF6/7 of this generation. This game is by no means perfect, but it oozes more FF than 12 or even 10 did for me. Other than a few too many 'we have to decide our fate for ourselves' speeches, I'm enjoying the plot very much and am looking forward to seeing where it goes. Of course I probably won't beat the game for another 30-40 hours the way I'm playing Chapter 11, but that's exactly what I expect from any FF experience I have. One nitpick I have though is when the plot changes characters for you and you change your characters back, you have to reset all of your optimae again..I wish it saved the set for whatever party member config you have.

I'm also playing it in short bursts for about 2-3 hours a day, which I think definitely helps break up the 'corridor' style dungeons. I can definitely understand if someone said some sections can feel long, Chapter 9 and 10 especially. Anyway, FF13 is easily entering my top 3 as long as the end is as strong as the rest of the game.
 
worldrevolution said:
One nitpick I have though is when the plot changes characters for you and you change your characters back, you have to reset all of your optimae again..I wish it saved the set for whatever party member config you have. .

YES THIS BLOWS GET ON IT SQUENIX
 
Having one large area with a bunch of monster missions (more battles!) is enough variety for you guys to blow your load over? The biggest thing that stood out about chapter 11 for me was getting to the large area, being a bit relieved that the game finally might have opened up only to have my hopes crushed minutes later when I moved onto the next area which continued to the "series of tubes" trend. I was really hoping that Gran Pulse would be a large world with villages and NPCs. Unfortunately that wasn't the case at all, and looking back, the whole journey to Gran Pulse was pretty pointless story-wise.
 
Zefah said:
Having one large area with a bunch of monster missions (more battles!) is enough variety for you guys to blow your load over? The biggest thing that stood out about chapter 11 for me was getting to the large area, being a bit relieved that the game finally might have opened up only to have my hopes crushed minutes later when I moved onto the next area which continued to the "series of tubes" trend. I was really hoping that Gran Pulse would be a large world with villages and NPCs. Unfortunately that wasn't the case at all, and looking back, the whole journey to Gran Pulse was pretty pointless story-wise.

Depends. "minutes later" for you was "20 hours later" for me. Sure I would have liked Gran Pulse to be even bigger, but it's sizeable as it is.
 
Bebpo said:
Depends. "minutes later" for you was "20 hours later" for me. Sure I would have liked Gran Pulse to be even bigger, but it's sizeable as it is.

I guess if you really get into those monster missions then you will love that open area in Gran Pulse. I decided to move on after doing a few.
 
BlazingDarkness said:
+superb graphics
+best game soundtrack ever
+best battle system from an FF
+excellent narrative and characters
-weak villains
-linear progression
-no mini-games or distractions outside of the story
-no replay value

This really will be the most polarizing FF to date :lol

I think some meaty DLC to flesh out the world, with a few mini games thrown in could work wonders for the game.
The RPGFan review is by far the best thing I've read about the game thus far, outside of informative first impressions that various gaffers were kind enough to post.

Awesome graphics: No kidding.

OST: From what I've heard, I'd be inclined to agree. I can't wait until the full OST is released.

Battle system: Everything I've read thus far is exactly what I wanted, almost, out of the first next-gen FF. Can't say much of anything until I play it, but it seems like something I've been wanting for years.

Weak villians: Well, not really all that surprising. Kefka and Sephiroth were truly the last badass enemies the series ever had. Everyone else doesn't come anywhere close, so it's par for the course really.

Linear progression: Every FF is pretty damn linear when you think about it. The lack of towns and such for shopping is kind of lame, because it does present a certain kind of setting that only a JRPG can provide, and usually it's a nice break from the action. I don't really know if you can say that it defines a FF anymore, though. Back in the PSX days, sure.

-No mini-games/distractions: Blitzball was awful. So awful that I don't remember anything about it. Triple Triad was fun, as was IX's Tetra Master.

FFVII-IX were the last FF's that had a lot of fun mini-games and sidequests. Take VII for example: Snowboarding, submarine, motorcycle racing, Choco breeding, secret characters, special materia, the Weapon boss battles, etc. VIII had a lot of stuff too, but it wasn't nearly as interesting beyond Triple Triad. IX was ok. X didn't have much extra but no one really complained then. XII had mob hunts, but beyond that there wasn't anything else that stood out. Don't get me wrong, mob hunts really added a lot of depth, but then again they were more or less a way of getting the most out of the battle system, and it seems after a certain point XIII lets you do the same kind of thing with Grand Pulse.
 
Zefah said:
I guess if you really get into those monster missions then you will love that open area in Gran Pulse. I decided to move on after doing a few.

I'm still not sure what it is you wanted.. You say it was the same old stuff up until Pulse, and then once you were there and they gave you other stuff to do, you just skipped it and continued on? And the reason was it's just 'more battles'? The bulk of side quests in an FF usually involve fighting more, optional stuff. Omega/Ultima weapons, new summons/eidolons, cactuar/island of heaven and hell type areas, and most recently monster hunts. Monster hunts in 12 were the best thing about that game, and I'm glad they decided to update it and put a spin on it for 13 - much like they took TT from 8 and put it into 9.

I'm thinking back on stuff you can do in previous FF's once the world opened up. I'd say 6 had the best mix of side quests. Finding your party members (in addition to being able to get 2 more new party members) and doing all of their individual side stuff for weapons/abilities/espers was pretty great. 7 was the most out there with chocobo breeding and Fort Condor and the Gold Saucer..a great variety of stuff but there were still the big bad optional enemies to fight. 8 had TT and again basically things to go fight..getting secret eidolons like Odin or Tonberry or Eden.. 9 is again exactly the same as 8 with the addition of the chocobo digging game which was great. 10 is secret eidolon fights, ultima weapons..and dodging lightning bolts. And 12 is fetch quests, secret summons, and hunts..and now 13..

I can see if you didn't like the battle system in the game why that'd be tedious, but the majority of side stuff in an FF is 'more battles'.
 
So am I right in assuming the first
10 chapters take up around 20 hours of the game and the last 3 take the majority of the time in FF13?
 
So far it still sounds like its a good entry in the series...however I still miss towns and airships/vehicles. Still seems strange that Versus is supposed to be closer to classic FF than the most recent main series one.
 
ZeroRay said:
So am I right in assuming the first
10 chapters take up around 20 hours of the game and the last 3 take the majority of the time in FF13?

If you go straight through without doing anything extra, it's close to 50/50. But, yes, most of the missions and endgame content will make up much more than 20 hours.
 
worldrevolution said:
I'm still not sure what it is you wanted.. You say it was the same old stuff up until Pulse, and then once you were there and they gave you other stuff to do, you just skipped it and continued on? And the reason was it's just 'more battles'? The bulk of side quests in an FF usually involve fighting more, optional stuff. Omega/Ultima weapons, new summons/eidolons, cactuar/island of heaven and hell type areas, and most recently monster hunts. Monster hunts in 12 were the best thing about that game, and I'm glad they decided to update it and put a spin on it for 13 - much like they took TT from 8 and put it into 9.

I'm thinking back on stuff you can do in previous FF's once the world opened up. I'd say 6 had the best mix of side quests. Finding your party members (in addition to being able to get 2 more new party members) and doing all of their individual side stuff for weapons/abilities/espers was pretty great. 7 was the most out there with chocobo breeding and Fort Condor and the Gold Saucer..a great variety of stuff but there were still the big bad optional enemies to fight. 8 had TT and again basically things to go fight..getting secret eidolons like Odin or Tonberry or Eden.. 9 is again exactly the same as 8 with the addition of the chocobo digging game which was great. 10 is secret eidolon fights, ultima weapons..and dodging lightning bolts. And 12 is fetch quests, secret summons, and hunts..and now 13..

I can see if you didn't like the battle system in the game why that'd be tedious, but the majority of side stuff in an FF is 'more battles'.

It's because it was simply "just more battles". How did they update or "put a spin on it" for FFXIII? It would seem to me that they just simplified them and condensed them into one area more-or-less. You go up to some tablet, click on it, get a couple of lines of text and then you are shown on your map where to find the monster which you proceed to go and fight. Any simpler and it would have been a drop down list where you select boss mobs to fight from.

I guess I just hoped there would be some more expansion on the story, or some more interesting locales to visit on Gran Pulse. Was it ever explained whether there were any humans still living on Gran Pulse or not? It would have been cool to visit a village, deal with some NPCs and advance the story that way. Instead all I got was a large field (which really exposed just how terrible the camera is) with some faceless artifacts that give give you bosses to fight with little to no story behind them. I just didn't find that very appealing and I even did most of the mob hunts in FFXII. I realize not everyone is going to agree with me, but I thought the way they presented the optional content in FFXIII was pretty awful and felt like they just threw it together at the last minute.
 
Let me in said:
If you go straight through without doing anything extra, it's close to 50/50. But, yes, most of the missions and endgame content will make up much more than 20 hours.

Cool.

Pretty weird that the first 10 chapters would be so short but I'm not complaining.
 
ZeroRay said:
So am I right in assuming the first
10 chapters take up around 20 hours of the game and the last 3 take the majority of the time in FF13?

I beat the game at 38 hours and I think I was at around 18 hours when I reached chapter 11. The difficulty takes a very sharp rise as soon as you reach chapter 11 and you are pretty much forced to grind for a couple of hours to make your characters viable. Bosses also become a lot more difficult and you will end up dying a lot more before you figure out how to beat them. I had only died twice (both times due to attacks that = insta-kill unless you are in defender mode) before chapter 11, but died tons after that. A good 2 or 3 hours of my total playtime was probably due to retries in chapters 11, 12 and 13.
 
The game seemed to expect you to do a least a few missions before moving on.
Upon reaching chapter 11 I accidentally made my way into the cave with the rolling fal'Cie and the first few enemies were giving me a hard time. I left, did every mission I could at that point and then decided to move the story along. The cave, and the rest of the game, didn't give me much trouble after that.

Regarding the length of the chapters, they felt designed to be easily consumable. That is, you could invest a short amount of time in the game and still feel like you went somewhere. Later chapters are geared towards people who enjoy playing for long periods of time.
 
My biggest problem with Gran Pulse is that it actually is pretty damn small, especially in scope. You are shown a handful of areas and that is it. It's one big open field(which is cool) and a couple of other corridor style dead ends.

Gran Pulse is supposed to be like 10x(at least) as big as Cocoon right? It just seems like a missed opportunity that you are shown very very very little of it.
 
BudokaiMR2 said:
My biggest problem with Gran Pulse is that it actually is pretty damn small, especially in scope. You are shown a handful of areas and that is it. It's one big open field(which is cool) and a couple of other corridor style dead ends.

Gran Pulse is supposed to be like 10x(at least) as big as Cocoon right? It just seems like a missed opportunity that you are shown very very very little of it.

I sort of felt like this at the beginning. But I beat the game, came back and there was still an area attached to the main field that I hadn't seen before. I liked that.

If I were disappointed with anything about Pulse, it's the missed opportunity for story. All the ruins, buildings, evidence of civilization and there's no explanation, no backstory (as far as I can tell with limited comprehension) unless it's in the auto-clip. Even with that, it's a disappointment.
Okay, so there was a god-war, destruction-incarnate was summoned and everything went away. Great, why?? Two fal'Cie having a pissing contest?
 
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