The most beautiful Final Fantasy game yet is an imperfect but still impressive saga that will touch your heart.
- A diverse and mostly excellent cast of characters
- A great original world, fleshed out by a compelling story
- Fun combat system keeps you on your toes
- Magnificent production values
The aforementioned cocky hero is Snow, the spiritual leader of a ragtag group of rebels in the world of Cocoon, though he isn't the soul of Final Fantasy XIII's story. That honor goes to Lightning, a likeable, strong-willed beauty on a vision quest to save her sister. In the first few moments of the game, you meet both Lightning and her accidental companion, Sazh, a good-hearted former pilot whose afro serves as home to a chocobo chick. (Don't worry: This bit of silly humor is not taken to extremes.) Eventually, this duo is joined by four others, drawn together by dramatic events, intertwined pasts, and a seemingly unachievable goal. The cast is diverse and the members play off of each other well. Tension between the resolute Lightning and the stubborn Snow is relieved when anger gives way to honesty. A young man called Hope blindly lets revenge cloud his judgment, even while admitting that nothing will stop his broken heart from bleeding. With a single exception, these are winning characters that are easy to relate to, providing a haven of comfort and familiarity in a beautiful but unusual world. That exception is Vanille, an incessantly irritating waif whose superbubbly voice and high-pitched monosyllabic chirps exceed tolerable limits, even in a genre known for squeaky, bright-eyed heroines. Fortunately, the bulk of the voice acting and dialogue is quite good, though RPG purists should take note that there's no option to hear the original Japanese voice tracks.
It has the active time battle still but usually use the auto-selected choices so the battles seemed more automatically, but really in a lot of rpg games you can just hold x and keep attacking, this game actually required you to know what you needed to use against opponent types and use the right paradigm. You level your characters up through 6 different job roles and this really affects how the game plays.
The splendor begins with the art, but the technology that brings it to life is almost as impressive. A few rare frame rate drops aside, nearly every battle and every leg of the journey moves fluidly. In combat, party members and monsters flit about the battle arena while damage numbers float about and bright spell effects saturate the screen. Outside of combat, the idyllic landscapes and awe-inspiring cutscenes always impress. You may notice some bland textures if you look closely, particularly in the prehistoric-looking area that also happens to be the largest environment in the game you can explore. But Final Fantasy looks so lovely and runs so smoothly that such gripes seem minor. It almost goes without saying that the beautiful visuals are accompanied by an equally enchanting soundtrack, which is notable for both the theatrical swells and the quieter themes that contrast them.
As you make your way across airships and through crystal caverns, the journey's narrow focus will be almost as striking as the pretty environments. Some games in the series have been markedly linear, but Final Fantasy XIII is even more conspicuous in this regard than its predecessors. While there are some exceptions, such as in the previously mentioned primeval grassland, you are generally moving in one direction: forward. If you feel outmatched in battle, you can backtrack to take advantage of respawning enemies and grow a bit stronger before moving on, but you'll rarely need to do so. The linearity is even more pronounced because the walkways and corridors you follow are usually rather narrow, and there are few extraneous tasks to provide variety--no minigames to complete, no puzzles to solve, and aside from a few key moments, no populated towns to investigate.
The upside to the linearity is that the story maintains its superb stride through the first half. Final Fantasy XIII opens up during a central stretch, letting you take on a few side quests that involve killing a certain monster or group of monsters. Unfortunately, this is when the story begins to lose some of its edge; the characters lose focus and the game follows suit, doing little to break up the wandering. A jaunt through a tall tower that follows drags on for too long--perhaps ironically so, given that it will make you wish for the game to return to its previous pace, linearity and all. When the final chapters get underway, the plot becomes thrilling once again and the earlier tempo is restored. It's easy to appreciate the stretch of freedom considering its rarity, but the story needn't have languished so drastically.
Don't let the pretty colors and glowing lights distract you: The Crystarium is incredibly simple.
Eventually, you can spend crystogen points on each character in any of the six roles, but by that point, squandering points on lesser enhancements and skills doesn't make much sense. It's more effective to spend them on major improvements in roles you already possess (100 hit points or a high-level fire spell, for example) than to waste them on low-level improvements (15 hit points or a low-level buff) in roles you'll never use. The most freedom you get to develop your characters comes from the weapons and accessories you equip. You can improve your possessions using the monster tidbits and other morsels you'll earn as spoils or purchase from the scattered save nodes that double as shopping centers. It's rewarding to watch your stuff gain levels by adding fangs and particle accelerators to them, and you can even drastically change an item's attributes if you apply the right components. And you'll be up to the challenge with the help of your summons, which are also called Eidolons (just as they were in Final Fantasy IX). You've heard some of these names before: Bahamut, Odin, Alexander, and so on. Using a summon is an unsurprisingly dramatic affair, initiating an ostentatious cinematic that has all of the visual spectacle and swooping orchestral fanfare you expect in such a scene. But as is appropriate given Cocoon's organic-meets-industrial art style, summons are sort of like transforming robots. Snow's summon, the Shiva sisters, combines to become a motorcycle; Sazh's summon, Brynhildr, morphs into a sports car. The transformer aspect sounds a bit cheesy, but the scenes are over the top in mostly the right ways. Thankfully, if you're not in the mood to watch lengthy summoning mini-movies, you can skip over them. In fact, Final Fantasy XIII makes several improvements to general usability, letting you skip and pause cutscenes, and should you lose a battle, you'll be returned to the spot you were in just before the fight started.
There are some elements that keep Final Fantasy XIII from being everything it could have been. Even so, it is still a legitimately great game for its stunning beauty, fantastic story, and enjoyable battles, which means it has a lot in common with the Final Fantasy games that came before it. The stubborn gal in the blue sari, the steely blue-eyed star, and even the apprehensive, spiky-haired adolescent are easy to root for, and their journey is as memorable as any other in the series. Even if the gameplay doesn't reach those same heights, almost any RPG lover can still get lost in Final Fantasy XIII.
For more details check out this video trailer http://www.youtube.com/watch?v=N2nU4ksCklg
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