Wired: Final Fantasy XIII is More Movie than Game

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Forget Spirits Within and Advent Children: Final Fantasy XIII for PlayStation 3 is the best Final Fantasy movie ever.

Whether that’s a good or bad thing depends on your perspective. Final Fantasy XIII, released Dec. 17 in Japan, is nominally a videogame. But the big draw is that it features the most lavish, jaw-dropping and just plain expensive-looking cinematic cut-scenes I’ve ever seen. Much like Square Enix’s films, the storytelling isn’t exactly Shakespeare — but the visuals are exquisite.

All this cinematic beauty came at great cost: A lavish (and totally fake) trailer for Final Fantasy XIII was shown at E3 Expo in May 2006, and at that time no one would have guessed it would take nearly four years of development between the announcement and the real thing’s U.S. release, scheduled for March 9, 2010.

But besides the giant pile of cash that’s clearly been spent on its development, XIII’s filmlike grandiosity has also taken a toll on the gameplay. Final Fantasy games, while generally a bit more linear than other RPGs, have historically given players an assortment of ways to approach their role-playing adventure. In sharp contrast, XIII’s gameplay is as narrow and streamlined as the cut scenes are extravagant and detailed.

Having played the first 17 hours of the game, I know it can sometimes be fun. But I’m shocked at just how radically the developers have redesigned Final Fantasy, usually not for the better.

Trapped in the killing tubes

My save file says I’m 17 hours in and just starting Chapter 8 of (apparently) 13, and if I’m about halfway through, that means we’re looking at a 30- to 40-hour game, consistent with previous games in the series. The fact that the game is neatly divided into two-hour chapters should strike Final Fantasy fans as odd. It is. XIII isn’t a big, open, explorable world; it’s a series of discrete maps that you run through and forget entirely about once you’re the hell out of there.

There are (so far) six playable characters, and the game swaps them in and out with reckless abandon. One moment you’re adventuring with Lightning and Sazh from the demo, the next you’re following the adventures of Vanille and Hope. The game keeps coming up with more and more contrived rationales to split your party into different groups.

You can have up to three characters in your party, but only when the game says so. And here’s the real kicker: You only control one of them during battle, and you don’t even get to pick who that is. At least for the first 17 hours, you only control whoever the game tells you to, and the computer picks up the slack on the rest.

I’ll explain below why this isn’t necessarily a bad thing. But going from an all-time high of five playable characters in Final Fantasy IV all the way down to one in XIII is pretty much indicative of the general ratio that informs this game’s design: For every five things you could choose to do in a previous game, XIII offers only one. With precious few exceptions, the first 17 hours go like this: battle, movie, repeat. There are almost no towns, non-playable characters to chat up, extra side missions, hidden sequences, fancy equipment to save up for and buy or reasons to run around and grind enemies for extra level-ups. Heck, there’s no need to even wonder what to do next.

When I referred to previous Final Fantasy games as being “linear,” I was at least speaking metaphorically. Final Fantasy XIII is a straight line. Every level is one long Hallway of Death, and you run down its interminable length, never moving left or right, always running forward. There is always only one thing to do next, and it is always either fight a short battle or watch a long movie.

These never-ending fight-tubes are the single most ridiculous part of XIII’s design. “Monotonous” is the word for it, sometimes excruciatingly so. But it’s how the game corrals you into fighting its scripted battle sequences in exactly the order it wants you to.

Hey buddy, can you Paradigm

It is quite important that you fight all of Final Fantasy XIII’s battles in order. The first half of the game feels very much like an extended tutorial about how to play Final Fantasy XIII. The Death Star doesn’t go fully operational until halfway through because the system is so fast, convoluted and just plain unique that you wouldn’t know what on earth to do with it without starting at the basics.

The nuts and bolts, as we saw in theXIII demo version earlier this year, aren’t that different from previous games: You pick a variety of commands (fight, magic, special techniques) from a menu, then watch your character go to town on the enemy. In XIII, you string together three or four different techniques at a time, then launch them all separately.

At least that’s how it worked in the demo — but it’s not how you play the real thing. First off, although you could string together a custom list of actions from the menu, this takes a couple seconds, and these battles go far too fast for you to spend time thinking. So what you do is select the all-purpose Auto-Battle command at the top of the menu, and the game automatically strings together a queue of the best commands for your given situation.

This is why the fact that the rest of your party is computer-controlled doesn’t make that much of a difference, because you’re just relying on the computer to pick your attacks anyway. Only difference is that you, the clunky, meat-based human, just have to press the X button to get your character’s part accomplished. You’re not really controlling an individual character. You’re using the Paradigm Shift system. Final Fantasy XIII’s playable characters can all be assigned to different Roles, which, like the Job systems in previous games, give the character a specialty. There are six:
  • Attacker: Fight with weapons.
  • Blaster: Cast offensive magic.
  • Healer: Cast curative magic.
  • Defender: Attract enemies’ attacks and guard against them.
  • Enhancer: Cast strength buffs.
  • Jammer: Cast debuffs on enemies.
The game lets you arrange sets of these abilities, which you can flip between at a moment’s notice. To name a simple example that’ll take you through a great deal of the game, you might use Attacker/Blaster to take down enemies until they’ve dealt you too much damage, at which point you’d flip over to Healer/Defender to absorb the blows while you get back up to full strength.

That may sound like very simple gameplay, and for a great deal of the game’s first half, it is. Most of my time in Final Fantasy XIII spent not watching movies was just jamming on the ol’ X button for hours on end, occasionally shifting Paradigms, confident that the automated battle system wouldn’t let me down.
If I ever slacked off a little, the damage was never permanent: If you die, you start right back on the screen before the battle with no penalty. Heck, if things ain’t going right, you can just choose to restart the battle before you kick the bucket. Oh, and you’re automatically healed to full strength after each battle.
But there’s something throwing a wrench into it all: the Break meter. You’re not just chipping away at your enemy’s health bar. You have to keep chaining together attacks to fill the orange meter in the upper-right corner. When this fills, the enemy becomes weakened, and in many cases this is the only chance you have to do real damage. But the Break meter slowly decreases, and if you take too much time healing yourself or otherwise futzing around, you’ll lose the accumulated damage. As you defeat enemies, you earn Crystarium Points, which allow you to upgrade your characters. Although you can choose which Role you want to enhance, you’ll likely end up getting enough points to fill all of them up at once.
Fighting all the battles that the game thrust me into has been enough to keep my characters at or near the level cap for each chapter. It’s only recently, by which I mean the last hour or so of gameplay, that things really picked up for me. Choosing the right actions for each battle became important when it became clear that only with a calculated, precise combination of Paradigm shifts could I beat up on the bosses enough to Break them while not dying myself. I just wish it didn’t take 17 hours of relative tedium to get there.

When story trumps everything

Whether or not you love Final Fantasy’s story will depend largely on whether you like the sort of passionate Japanese melodrama where what you say doesn’t matter nearly as much as how loud you yell it. I have at least some leftover fondness for this, which is why I don’t mind so much that Final Fantasy XIII’s story of lovable rogues caught up in a senseless war is less about plot twists and human emotions than it is about dressing up in runway model clothing and using impossibly ornate weapons.

Square Enix just doesn’t want to give up on its dream of making movies. I wouldn’t be surprised if there was as much money and manpower invested into the purely non-interactive sequences of Final Fantasy XIII as there was with the theatrical release of Final Fantasy: Spirits Within. Certainly the scenes are as beautiful — and there’s a hell of a lot more than 90 minutes of them.

But here’s the problem. Movies abhor non-linearity. Though Final Fantasy is considered to be one of the game series that pushed the medium toward cinematic storytelling, the RPG genre is now (ironically) one of the least amenable to a strictly linear storyline told with highly detailed graphics. Every bit of customization in an RPG — tweaking your characters, taking branching paths, completing side missions — restricts the designers’ ability to create a thrill-ride, action-packed movie of a game.

So Square dumped it all. Well, not all of it: The developers kept just barely enough that Final Fantasy XIII qualifies as a videogame, not a movie. It’s got one gameplay mechanic: battles. It’s got Gil, shops, Chocobos and Potions, but all these things seem vestigial, there because they have to be, not because they serve any compelling purpose.

I’ve got half the game to go, and I’ll definitely be finding out what’s next. So far, Square Enix seems to have accomplished some interesting things, but not nearly enough to make up for what’s been jettisoned wholesale.
 
Judging this it seems FF13 will be worse then FF12.... why dont they just go back to basics :( , forget western influences... I could cry...
 
The more I hear about how linear and movie-like Final Fantasy XIII is, the more I think that this game isn't going to perform very well in the western markets. The succes of games like Oblivion and Fallout 3 seems to indicate that our taste in general is leaning more towards huge non-linear and open-ended RPGs with plenty of freedom to do whatever you like. And that's everything FF XIII is not.
 
Well, this just confirms everything I've heard and been thinking. I'm going to go cry in the corner now. Thanks for killing Final Fantasy, Square. Thanks a bunch for the "western appeal factor". This game may actually suck more than FFX, and that's saying something.
 
i cant take this from a person whos only played half the game. im sure near the end youll be able to travel around, i honestly cant say anything till i play it.

ppl said 12 was the worst thing ever, then i decided to play it and it was alright. so from that imma def wait till i play the game my opinion is the only thing i care about for the game anyway
 
I like things being Linear

i cant take this from a person whos only played half the game. im sure near the end youll be able to travel around, i honestly cant say anything till i play it.

ppl said 12 was the worst thing ever, then i decided to play it and it was alright. so from that imma def wait till i play the game my opinion is the only thing i care about for the game anyway

I agree. I think in the end, only by playing a game yourself can you judge to like it or not. I think it was even said the whole "linearness" of the game is only the first half before you can roam freely.

I mean, I can't re-call any FF game that for the whole, entire game wouldn't let you go where you wanted. In the beginning, restrictions are expected, of course, but at a point (I guess the infamous gaining the airship scene really) you can do whatever you want.

And you know what? I prefer games to be linear more than free-roaming. Not totally linear mind you, but I like having a direction and where to go and such. People have mentioned FFX as a past example of games being too linear - well, I loved FFX.

One of the reasons why I haven't played FFXII in a long time is because I thought it was SO free. I was honestly confused half the time of what I should do or where to go >.<
 
People need to get over the more movie than game. If they don't like it, don't buy it. Simple. Personally I don't see the gripe, Uncharted 2 plays like a movie but I'd still it comfortably sits up there as the best seventh-generation game. So, movies can't be that bad. :)

Also, the linear thing is old. These people outside of Japan who review the game probably can't even understand a word of Japanese so I very much doubt they have the right to start criticising the game.
 
Honestly, are people ever going to shut up? The whole idea of a review is that you play the game ALL the way through beforehand, not just stop after the first 20 hours and say "Oh, this game is *insert complaint here*, I don't want to play it anymore".

If people don't like FFXIII, frankly I think it is their own fault for expecting too much of it. It isn't the job of a games company to adhere to the fan's narrow-minded expectations of what a game SHOULD be like - if that were the case, we'd probably get thinly disguised VII clones, one after the other, or worse. Each FF game has been completely different from the previous one - sure, they've all had similarities in setting and whatnot, but the manner of presentation has been different - and, with the advances in technology, its been better to tell the story through movies - it enhances the story more than a couple of character standing around talking does.

What, would people prefer mountains of non-voiced text with normal in-game graphics to scroll through? I guarantee that if Square Enix had done that with this game, people would moan even louder for it not having any movies. Surely having so many movies shows how much time, care and effort has been put into the story? Yet all people do is whine about it. The story is a massive part of any RPG, you've got to expect to have to sit through it - what is the point of buying an RPG otherwise?

Linear does NOT equal bad, in any case. RPGs have been linear for years, and these complaints are getting old. So, games like Fallout and Oblivion have a much more expansive world. This is FINAL FANTASY. It isn't Fallout or Oblivion. You want experiences like those? Go play those. Don't expect every RPG to suddenly become a massive (and, in my opinion, extremely boring due to its lack of direction) "free-roaming" experience just because a couple of others have done it. I don't think companies should be penalized just because they try to take a different approach to things, instead of sticking to the prescribed formula. Don't like it? Well then, don't play it! Take it back to the shop, get your money back, and stop ruining it for those of us who are going to get the game because we want to try it out, not because we want yet ANOTHER RPG that is just a clone of another one.

...I'm not entirely sure where I'm going with all this, its just irritating me that, after the initial "OMFG ITS FINALLY OUT!" hype has died down, people are tossing complaints out, like it was supposed to be something else. Who the hell died and put them in charge? Don't tear it down just because you built it up too much, hmm?
 
The same thing has been said of Metal Gear Solid 4- that game is riddled with cutscenes- and felt very much like an interactive movie. Yet that didn't make Kojima's game a bad game at all.

People bitch and moan about its linearity so badly. Since when was it bad to be linear? FFX never received bad scores because it was linear. FFX is perhaps one of the best titles I have ever played on the PS2.

Sometimes linearity can be better than open world. The developers are able to create the linear levels as intricately and beautifully as possible- while open world areas may just be generic copy-and-paste bits of landscape over and over again.

The main problem FFXIII has is the burden on its shoulder. The JRPG genre is foolishly seen as being declining- though it was SE's fault for their support for the Xbox 360 (a flawed plan)- and people see FFXIII as being either the Saviour, or the final nail in the coffin. My point is- people expect too much from FFXIII. They expect too much great things out of it and it raises the bar so unnecessarily.

Plus this guy has only played a half of it- in a language he probably knows nothing about- it's rich to criticise the game so openly at this stage. You don't know what happens next.
 
Keep in mind that the fact that he doesn't know Japanese means that he is focusing on one thing, and one thing only: gameplay. If you can't judge a game by its story, you're going to judge it primarily on what else it brings to the table.

If people what to bitch, moan, and complain, let them. Personally, when I go out and buy a video game, while I personally enjoy movies scenes, I don't enjoy tripping over one every 5 minutes. Would you like some gameplay with your movie sir? Why yes, yes I would.


Since when was it bad to be linear? FFX never received bad scores because it was linear.


Linearity isn't necessarily a bad thing if you can make gameplay exciting, and fun. FFX in my humble opinion was boring, easy, and a drastic, unnecessary change to the Final Fantasy series, a series that I had come to know and love well. While every Final Fantasy game is linear, the gameplay never truly was.

For example, Persona 3 is a great game, and it's linear. However, even being linear, the game offers a lot to do.

If I wanted to go out and explore, I could. If I wanted to go out on a chocobo and do side quests, I could. Filled with minigames and sidequests, if you didn't want to strictly stay with the story, you didn't have to. However, if you did, that way okay to. You had options, and options are good.

With FFX, you hardly had any options, and the way it's starting to look with FFXIII, you won't be having any. They're telling you to follow the yellow brick road. However, keep in mind that you're not going to be doing much else. Hopefully the story is epic enough for you to be almost completely brain dead while the game plays itself until you get to the many movie scenes and get cheated out of something the old school gamers like to call a game.

though it was SE's fault for their support for the Xbox 360


Actually, it's SE fault for wanting to appeal to a western audience in general. Which is bullshit. Last time I checked we're not brain dead meat puppets that enjoy simplicity and games that play themselves.

This is FINAL FANTASY.


Exactly. Final Fantasy used to have large open worlds, side quests, optional bosses, mini-games, and secrets galore. Now it's a shell of its former self.

Who the hell died and put them in charge? Don't tear it down just because you built it up too much, hmm?


As the consumer, and the primary market that SE is going for, we are in charge. If enough of us don't like it, then they lose money, and SE has to acknowledge that they've done something wrong. However, I'm convinced that more and more people have lowered their standards for gaming. I'm sure everyong is going to love this as much as everyone, for some reason, loved FFX. So don't worry, it's not ruined, and it's still going to sell big because everyone has lower standards than they used to. Also, "we" didn't build it up, Square did a fine job of doing it for us.

I've seen gameplay of this game on many a different stream. In one case I saw some poor Japanese guy (that could speak English just fine. Gotta love 4chan.) playing the game and complaining so much I had to mute the thing. Clearly, he didn't like it. I watched until he got two chapters before the end of the game. It was the same thing that the guy from Wired.com was saying.

So no, I won't be buying this game. I won't be playing this game, nor renting it.

I know I have the tendesy to rant, so if I offended anyone, I do apologize. These are my two cents, just wanted to throw it in there.

Bear in mind that the opinions held by Tsukianei have little or no stance with Tsukianei Inc. Opinions held by Tsukianei do not reflect the opinions of Tsukianei Inc. Tsukianei Inc. is not responsible, and not to be held liable for anything that Tsukianei does or says. The views of Tsukianei do not reflect the views of Tsukianei Inc. or any of its associates, employees, or business partners. Thank you for your cooperation, time, and as always, thank you for reading.

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Tsukianei (Founder, Owner, and CEO of Tsukianei Inc.)
 
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With FFX, you hardly had any options, and the way it's starting to look with FFXIII, you won't be having any. They're telling you to follow the yellow brick road. However, keep in mind that you're not going to be doing much else.

That was FFX. FFXIII may not be exactly like what FFX was. None of us at the moment know exactly how the game will turn out. We're only basing what we know through second-hand accounts that may be exaggerated themselves or generally not entirely accurate.

The Cocoon areas may be linear- but that could differ once you reach Pulse. It's Pulse where sidequests such as monster slaying and chocobo treasure hunting come in. It makes sense if Pulse loses some of the linearity- being a sprawling natural land after all.

Hopefully the story is epic enough for you to be almost completely brain dead while the game plays itself until you get to the many movie scenes and get cheated out of something the old school gamers like to call a game.

I would hardly say the game would be "playing itself"- which is a term more appropriate with FFXII and its Gambit system. From what I've seen and heard- FFXIII's battles can be rather more difficult compared to previous games, with certain Paradigms having to be used depending on the occasion. With the large scale of the dungeons and all the battling- I seriously doubt that a player will be bumping into cutscenes so often.


Actually, it's SE fault for wanting to appeal to a western audience in general. Which is bullshit. Last time I checked we're not brain dead meat puppets that enjoy simplicity and games that play themselves.


It's more of the opposite- SE wanted to make the Xbox 360 more popular in Japan rather than SE wanting to appeal to the western audience.
 
The same thing has been said of Metal Gear Solid 4- that game is riddled with cutscenes- and felt very much like an interactive movie. Yet that didn't make Kojima's game a bad game at all.

People bitch and moan about its linearity so badly. Since when was it bad to be linear? FFX never received bad scores because it was linear. FFX is perhaps one of the best titles I have ever played on the PS2.

Sometimes linearity can be better than open world. The developers are able to create the linear levels as intricately and beautifully as possible- while open world areas may just be generic copy-and-paste bits of landscape over and over again.

The main problem FFXIII has is the burden on its shoulder. The JRPG genre is foolishly seen as being declining- though it was SE's fault for their support for the Xbox 360 (a flawed plan)- and people see FFXIII as being either the Saviour, or the final nail in the coffin. My point is- people expect too much from FFXIII. They expect too much great things out of it and it raises the bar so unnecessarily.

Plus this guy has only played a half of it- in a language he probably knows nothing about- it's rich to criticise the game so openly at this stage. You don't know what happens next.

I agree!^^^^ You need to play the whole game before critique! There could be many more suprises coming your way that just might change your mind. The possibilities are endless.
 
Well, this just confirms everything I've heard and been thinking. I'm going to go cry in the corner now. Thanks for killing Final Fantasy, Square. Thanks a bunch for the "western appeal factor". This game may actually suck more than FFX, and that's saying something.

I liked FFX, you could at least change the person you are controlling, leader position. (not roaming but in battle)

FF12 had that option as well, but FF13 not? that is just a downer...
I dont like only 6 controllable summons
I dont like the fact there are little to no towns :( that makes it feel inpersonal?)
I dont like the fact there are not many NPC to talk too, (this is 1 thing I loved to do in every FF game, I always tried to talk to every single person in the games Ive played before doing missions/battles etc.)
I loved to go and do some shopping with unique counters/shops, which apparently FF13 lacks or has none?
I dont like the overkill of Sci-Fi, a bit too much for my taste,


Im pretty dissapointed assuming this is the truth, but we shall see till we play ourselves, dont hold your breath though, dont expect too much.




0912_ff8.jpg

0912_ff14.jpg
 
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For the linearity, a few games in the series have been very linear at the beginning as well. Look at FFVII. Until you get out of Midgar, there is basically one goal you are trying to accomplish at a time. Apparently FFX is similar to this as well, but I haven't played the game.
 
For the linearity, a few games in the series have been very linear at the beginning as well. Look at FFVII. Until you get out of Midgar, there is basically one goal you are trying to accomplish at a time. Apparently FFX is similar to this as well, but I haven't played the game.

Well FFVII at least had side-quests, mini-games, and a world map, you could actually do some things before get into the storyline again. You could go back to the towns and search for things that may have changed, even if it was just the NPCs words.

If what they wanted to attract western audience making the whole game a "killing tube" with some movies in between the battles they are completely wrong because the Western RPGs each day are getting more and more non-linear, and it's not what made Square RPGs a sucess in the West as well.
 
Well FFVII at least had side-quests, mini-games, and a world map, you could actually do some things before get into the storyline again. You could go back to the towns and search for things that may have changed, even if it was just the NPCs words.

If what they wanted to attract western audience making the whole game a "killing tube" with some movies in between the battles they are completely wrong because the Western RPGs each day are getting more and more non-linear, and it's not what made Square RPGs a sucess in the West as well.
Not until you get out of Midgar. Midgar has no world map or side-quests, from what I can remember.
 
Out of curiosity, why is FFXIII always being compared to FFVII? FFVII was hardly a brilliant game :wacky:
I didn't. I compared it to the rest of the series as a whole, but used FFVII as an example, because it's the one that most people seem to know.

Unless you weren't talking about me. Then I apologize.
 
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