Final Fantasy XII. It does display traces
of Final Fantasy X and X-2 -- the former in its corridor-like world design,
the latter in its fast-paced, hyperactive combat system -- but even
there it cuts loose most of the familiar elements present in the older
games in favor of something much trimmer.
Click the image above to check out all Final Fantasy XIII screens.
In practice, however, FFXIII is far from awful. It's unquestionably a
huge departure for the series, but taken on its own merits, it works.
If the quality of a game is defined by how well it lays down a series of
objectives and proceeds to fulfill them (traditions be damned), FFXIII
is an unqualified success. Yes, it abandons a great many RPG traditions,
but it does so in the name of creating a highly focused experience. The
elements it abandons are features Final Fantasy has rarely done as well
as the competition, while the components it retains are the ones Final
Fantasy does best.
Despite its deviations from tradition, FFXIII really does play to
the series' core strengths. In many ways, it improves on them. Think of
FFXIII as the essence of modern Final Fantasy: The series stripped down
to little more than story and combat. As such, the quality of the game
is entirely contingent on the quality of those two elements. To its
credit, they're among the best the series has ever seen.
Click the image above to check out all Final Fantasy XIII screens.
The battle system, admittedly, starts slow; in fact, you have slog
through about 25 hours of hand-holding warm-up before the game finally
lets you have full access to party and skill selections. This is by far
FFXIII's most significant shortcoming; the first ten chapters of the
game feel incredibly limiting, and the utterly superficial opening hours
are likely to be a huge turnoff to many. Stick with it long enough to
take the reins for yourself, though, and you'll find FFXIII's combat is
dizzying, tactical, and challenging. Fights revolve around "paradigms,"
which basically boil down to combinations of character classes. Each
party member can train in six different classes and are strictly limited
to performing a single class' role at any given time. For example, a
Ravager can only use elemental magic attacks, while a Medic can only
heal. To change your available options, you shift paradigms in the
middle of battle, moving each character into a new role and locking them
into a different set of skills.
While restricting each party member to a single role (attacking,
defending, healing, etc.) could have made for a brain-dead game, it's
actually tactical and involving. Each battle is entirely self-contained,
and the only penalty for losing is being forced to try the current
encounter again from scratch. There are no magic points, and health
recharges after each battle. It's far less toothless than it sounds,
though, because FFXIII's creators capitalized on these play mechanics to
populate the game with impressively challenging battles. There are no
random encounters, and beyond the game's opening hours you'll rarely
find battle scenarios that can be breezed through by mashing the circle
button. Despite the fact that two-thirds of your party is AI-controlled,
FFXIII's battles may be the most involving the series has ever seen.
The A.I.-driven nature of the combat leaves you free to focus on
managing general strategies and coordinating your party leader's actions
for maximum effect. There's an easy rhythm to fights, and subtle visual
and audio cues help you keep a bead on the tide of battle without the
need to watch numbers and meters. Let a character be reduced to critical
health and one of their companions will call out their name in concern
so you know who needs help; switch over to a healing paradigm and the
target of a healing spell will shout a word of thanks so you know
they're in the clear again. It's these subtle details, along with more
significant elements like the guard break-style "stagger" system, that
elevate FFXIII's battles to excellence.
Still, combat in FFXIII is almost secondary to its story, as the
entire experience is structured around telling a single tale from start
to finish. Although the larger plot is nothing to write home about --
it's basically just FFX and XII chopped up and mixed through a salad
shooter -- the overarching tale isn't nearly as important as the
characters who take part in it. FFXIII's cast of six, primary characters
is by far the best-defined group of protagonists the series has ever
seen, and their growth (both as individuals and as a group) is what
truly propels FFXIII.
Click the image above to check out all Final Fantasy XIII screens.
Though the game's script is hardly world-class writing, it
demonstrates a certain genre-savviness unusual for the medium. You're
left with the impression that the writers were well aware just how close
their tale was drifting toward the realm of cliché and took care to
subvert the potential for predictable shallowness. Snow is annoyingly
thick-headed, and the writers know you probably want to punch
him -- so they have Lightning slug him in the face. And they know
Lightning could simply be your typical, sullen Square protagonist, so
they quickly show her thoughtful, nurturing side as well. They know it's
transparent when a villain launches into a plot-revealing monologue, so
they make the party step back afterwards and say, "Well, obviously we
can't take that bit of unsolicited exposition at face value."
The writers know that RPG stories coast on contrivance, so they take the
time to make sure FFXIII's developments are consistent and rational.
More importantly, the cast of FFXIII genuinely works well
together. The game may not feature towns or significant NPC interaction,
but in their place are countless minor conversations between the
heroes. The world-building normally provided by townsfolk is set aside
in favor of character-building through party interactions, and it goes a
long way toward creating something truly rare: An RPG party that
actually makes sense. The cast is your standard crew of strangers drawn
together by fate, but rather than simply fight together because "that's
how games work," they spend much of the early game trying their best to
go their own separate ways. By the time the story pulls them inevitably
together, they've worked through their differences and demons and feel
like comrades.
Mass Effect 2, FFXIII seems to be an attempt
to answer the question of how to create an RPG for the modern,
console-owning masses. Square Enix's solution is certainly different
than BioWare's, but it's arguably just as effective in its own way. I
can't say that this is the direction I want the genre as a whole to go
-- or even the Final Fantasy series, for that matter -- but Square
should be commended for embarking on an interesting journey down a
daring road when so many of their competitors are content to stand,
directionless, back at the crossroads. Originally published on 1UP.com .
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