To kick off our weekly columns, my good friend Alex offered to put together a review for us; FFXIII’s been a game Jenny & I have been intending to play since release, but never found the time. Agree or disagree, I hope you’ll join the discussion in the comments section. Take it away, Al!
~ Rob
As a self-confessed JRPG fanboy I eagerly anticipated the first foray of Square Enix’s flagship franchise into the 7th generation of game consoles. With Final Fantasy XII having taken several diversions from the mechanical canon of the series – with varying degrees of success – I was intrigued, and not a little wary, to see where Square Enix would take the series next.
Final Fantasy XIII is set in the high tech world of Cocoon, a floating sphere above the wild, untamed and much feared surface world of Gran Pulse, both governed by the mysterious fal’Cie, something akin to the deities of the Roman and Greek pantheon, each with a distinct role & responsibility within their worlds. The large, machine-like fal’Cie rely on pawns to enact their will, and these l’Cie are branded with tattoo like sigils on their body, symbols of their role as instruments of the fal’Cie.
The story begins with Snow, the leader of a small rebel group, and Lightning, a female soldier with the elite Cocoon ‘Guardian Corps’, state sanctioned mercenaries. They’re forced into a fragile alliance when they witness atrocities committed by Cocoon’s military police, and are forced to go on the run to avoid retribution.
At this stage it’s worth noting that this detail and terminology of the world of Final Fantasy XIII are delivered at a blistering pace. Terms such as fal’Cie, l’Cie, Pulse, Cocoon etc are thrown away casually by the characters with little explanation, leaving the player baffled during the opening exchanges. Most RPG players are used to absorbing information about new worlds and characters but also to having these details subtly interwoven into the narrative,so this does make getting one’s head around the setting hard going. The attempt to compensate for this is equally confusing ‘Datalog’. Accessible from your main menu, the Datalog is an encyclopaedia of events, individuals and enemies encountered within the game. In theory this allows the player to read up on aspects of the world at will but proves a frustrating fix for an avoidable problem. (It’s worth noting this idea works when the world is fully realised and delivered through the plot, when the players want to delve further into the lore – see Mass Effect). However, this feature truly lost its function for me when I even found some character interactions being described before they occurred in the story. From that point the log remained firmly closed, tantalising ‘!’’s (indicating unread entries) well and truly ignored.
The plot follows the fugitives’ attempts to evade the various levels of Cocoon society that would see them dead. This starts a gradual, if predictable, series of character developments with tensions, soul searching and philosophical musing aplenty, but the depth of character development and personal story arcs were a little lacking throughout and failed to stir the emotion I would expect from better Final Fantasies.
These would be less problematic issues if the game led you through involving open field sections in between. Sadly, a significant chunk of the front end of the game serves as a lengthy tutorial for the revised battle and upgrade systems, to the point where story events are contrived specifically to engineer character combinations that demonstrate a certain ability. That’s not to say this hasn’t been overused elsewhere, but the extent of its implementation here did detract from the experience.
Another factor which really impacts on the game at this stage is the extent of its linearity. With the popular introduction of fully mini-mapped areas, with waypoints, highlighted friends, foes and other key features, the exploration is often limited to running from one dot on the map to another with little, if any, variation from the main path. Combined with the slow introduction of the more interesting features of the battle mechanics and confusing plot delivery, I can’t help but think the game must have lost a lot of players in the opening 5-10 hours.
However, for those determined to stick it out, the rewards are high. The battle system addresses many of the complaints that have been levelled at JRPGs and largely tackles them well. Despite the slow introduction, what’s revealed is a slick, fast paced and surprisingly player-guided experience. Each of the characters can assume a variety of classes, with varying abilities. Skills in each area are developed through spending points earned in battle on the Crystarium, not dissimilar to Final Fantasy X’s sphere grid, rendered in stunning 3D branches for each character and class. The more skills a character has, the more adaptable they can be to different foes. This is particularly important as all but the designated lead character are auto controlled and the breadth of support they can offer will define many battles.
Once a certain point in the game is reached, the team can arrange their available classes into groups of three, each known as a Paradigm. Up to six Paradigms can be prepared for each combination of team members and these can then be switched in battle. This creates a great sense of pace and adaptability to different circumstances which simply is not possible with a traditional turn based approach. Though the support characters are controlled by AI, the player does have notional control over the main character, though this is rarely used other than for scanning the enemy and occasional overrides of the ‘Auto Battle’ option, which the pace of battle rarely allows for. Especially later in the game this creates a fantastic sense of action, quick reaction and thrill to the battles.
On the flip side this does mean battles can be won or lost on a couple of Paradigm Shifts. This is compounded by the frankly inexplicable decision to consider the battle lost if the lead character is knocked out. This will occur even if the team contains two other characters equipped with a Raise spell standing behind them, and is a blight on an otherwise good system. Upon losing, the player restarts from immediately before the battle. This could be seen as dumbing down and pandering to the ‘checkpoint’ era of gaming but that argument’s overshadowed by the fact that it’s less of a clever addition and more as a fix for the bizarre lose criteria.Despite these criticisms, once fully expanded the battle mechanics are one of the games best features and, if refined, would likely be the corner stone of any future the genre may have.
Weapon and accessory development are less intuitive and rely on collecting parts from defeated enemies which are then applied to a weapon or accessory to level it up. Eventually the item can be taken to a further level using transforming ores which change the item to a new form. The points value of the many upgrade components varies between items and therefore without assistance upgrading proves a time consuming and frustrating experience, in opposition to the intuitive and exciting battles from which the components are yielded.
Visually the game meets all the expectations Square Enix have established in the game’s prequels and push the technology to extraordinary heights. The game areas are beautifully designed and feel far larger and more immersive than the limited travel areas available. They are also varied, rarely giving the player the chance to feel fatigued by any one visual style. The transition to battles, though back to the set piece battlefield, is approached from a real encounter with an enemy model in the field and is deftly handled. The same can be said for the battles themselves which handle huge enemies and lavish spells and attacks with seeming ease. Later parts of the game push this ever further and feature some vast and beautiful field areas and genuinely surreal physics and aesthetics. There is some pop up in the most expansive areas, but this is a minor issue in a beautifully crafted visual spectacle. The artistic style is distinct again for this iteration of the series and feels cohesive and true to its internal canon throughout.
The look is supported by a strong and appropriately written score with the battle and boss themes in particular supporting the pace of the action superbly. The rather unexpected inclusion of the X-Factor’s Leona Lewis’ ‘My Hands’ is a little cynical in terms of appealing to a Western audience but the impact of this is otherwise minimal.
Assuming that the player is not put off by the early stages, the game offers good value for money with 50-60 hours reasonable for a first play through. The battles are often challenging and rewarding and would afford the game a good level of difficulty were it not for the linearity and clear demarcation of goals in the open field which largely patronise the game’s audience. Ironically, for all my concerns, this is one of the games in the series which I am excited to revisit. By the end the game is fun to play and there are a wealth of areas I’ve yet to master. As the pure gameplay aspects are fun and a joy to look at, the idea of going back to that world is one I savour.
Despite its issues, Final Fantasy XIII is by no means a failure. It looks and sounds fantastic and immersive, the battles are fast paced and challenging (if flawed in a few easily-corrected ways). However, at any RPGs core are the characters and plot. The series has set it’s own bar high, and though still better than many of its competitors it falls short here. As other games in other genres in this generation start to develop plots and characters of a standard previously only seen in RPGs, this aspect simply must be improved for the genre to survive. Though some key commentators have suggested the series should take time to re-evaluate its path, I think much can be taken from this game to allow the JRPG in some form to continue. It may be that to linger is to fail, and that either Square Enix or another developer should run with these ideas, tidy up some of the mistakes and release something amazing before the appetite for new Japanese games of this type is lost forever and with it a much loved string to gaming’s bow.
















