The points in the following text is why I skipped out on FFXIII. If they make a fixed version/better game version I might be interested in it.
Long read but pretty much everyone agree with it, and my research lines up with what is said. It also kinda explain why people don't try to find time to play the game. Don't seem like it's addictive, or interesting enough to put it bluntly. People find time for interesting books every night even if they have busy days.
-------------------------------------------------------------------
May as well share what I've had brewing for a day or two. This is intended for a friend's gaming blog, and while it's a little "giant wall of text", XIII deserves no less. It's not a review, but more a longer piece on how XIII works and why it's worth paying attention to (for all the wrong reasons).
Appropriate sections will be spoiler-tagged for the sake of preventing my ass from being flamed/banned.
Mind you, I expect flaming anyway, as a byproduct of my often venomous comments. I've vocalized my opinion pretty strongly so far, and this is just the final manifestation of that. Feel free to have fun with it and tear me up.
----
Final Fantasy XIII – Post-MortemThe topic is Final Fantasy XIII. The verdict is atrocious. Every fan needs to play it to understand why XIII is a failure as a successor to the Final Fantasy name. This article is for the player that’s played at least some of the game already. I’ll be using gameplay terms without strictly defining them, and assuming a reader understands them.
In the last three weeks, I’ve observed a lot of love/hate syndrome for Final Fantasy XIII in some of the game industry’s most popular forums and down on street level among the customer base of a number of gaming retailers.
The common reactions:
“This battle system fucking rules.”
“Why the fuck can’t I decide where to go or who to have on my team yet?”
“It’s so much faster than before – I can’t keep up sometimes. Awesome challenge.”
“Holy shit, every part of this game looks amazing. My eyes are so happy.”
“I’m finding myself struggling to keep going. First time that’s happened with an FF.”
The last reaction listed is the one that captured my attention the most, because I heard it from an alarming number of people. I heard it from the RPG-junkie customers who grew tired of the game and traded it back early to me over a retail counter. I heard it from friends who are usually prone (like me) to storming through the newest game release, FF or otherwise, in a matter of days. I heard it from posters on message boards across the net. And I certainly found myself struggling to keep pushing through it too.
Why was this gorgeous beast of a game not demanding us to keep going in every spare minute of our day, as past FFs had done? More importantly, why did most of us press on and torture ourselves to complete it anyway? Was it simple brand name love? Were we compelled to keep going because it was fucking Final Fantasy? Should that be a good enough reason to invest 30-50 hours into something?
If you read the rest of this article, you’ll realize I’ve come away from completing Final Fantasy XIII with a rather sour taste in my mouth. My hype leading up to it was unreal. I now consider the game the most colossal disappointment of all 20 years of gaming I’ve got under my belt. I felt compelled to detail why and share it with any and all who’d listen, because if nothing else, the conversation about role-playing games, gaming and entertainment in general that this title generates is fascinating.
You’re going to see gameplay spoilers and a discussion of XIII’s game structure throughout this article. I refrain from any major story spoilers, but various minor or basic story elements that present themselves in the first five hours of the game will find their way into the entire piece, so fair warning! What Owns About Final Fantasy XIII (I’ll keep it brief, and not by choice)
So let’s discuss this brilliantly polished pile of shit and uncover what fails to make it tick. I’ll start with some positives. Check it:
This game is fucking gorgeous. No one can talk about this game without commenting on what a symphony it is for the eyes. The facial animation for characters is practically peerless, the environments are occasionally astounding, lush beyond comparison, and the CG is unrivaled in both artistic vision and technical production values. The game is beautiful to look at, from its slick menu screens, to its stylish battle setups, to its staggeringly well-animated character models (point in fact, while it’s still fairly easy to tell when CG kicks in, there are a number of scenes that will have you guessing for a few seconds, and for the rest, you just won’t care; the in-game engine does an amazing job). That the game is locked to a rock-solid framerate 99% of the time is equally astounding and a wonderful mercy in an age of gaming where consistency is starting to be valued a lot more than polygon counts.
Uncharted 2 and God of War III are the game’s only real rivals on consoles in terms of visual achievement, and each has their definite pros and cons. Make no mistake though, you need a new hobby if XIII’s visuals are an overall disappointment to you. This is a feast for the eyes, with occasional, forgivable hiccups.
(I can only comment on the PS3 version here, mind you – I have heard reports of the 360 version running at sub-HD resolutions and displaying disappointing framerates in some areas of the game, but nothing game-breaking.)
What else can we say is great about Final Fantasy XIII before we get to the inevitable meat of the discussion? The game’s soundtrack has some true highlights, including memorable and exhilarating battle themes. The quality of the voice acting is top-notch (though comment on the dialogue itself is best reserved for later). The hectic pace of battles is welcome, though not new to Final Fantasy (X-2 and XII offered speed increases over their predecessors, but XIII truly ramps it up – aesthetically – to an unheard of level in the series).
Alright. You still with me? Have we fluffed XIII up enough in preparation for its post-mortem? I’ve had three weeks to stew on the latest installment in my favorite game franchise, and the intended reader of this article hopefully has too.
Let’s figure out what went wrong with the rest of Final Fantasy XIII.
Battle to the Thirteenth Degree – The Demise of Control
Every critique and meaningful review of XIII manages to privilege discussion of the game’s issues with linearity. I’ll dodge this and come back to it later, in order to discuss the most pressing issue with XIII. The first sin XIII commits that must be addressed is in its combat system.
On the level of gameplay, practically everything a player does in a role-playing game is an act of preparation for combat. You advance in a story to fight new foes. You defeat enemies to grow stronger for battle. You engage in side-quests such as the game allows to grow ever-stronger for battle. Combat matters in RPGs, and it matters in Final Fantasy.
Final Fantasy XIII’s battle system is an elaborate act of smoke and mirrors. The game expertly fools you into thinking you have an unprecedented amount of control over your battle party, such as Final Fantasy has never seen before, when in fact, you probably have the least the series has ever afforded. I’ll explain why.
At first glance, the system is truly alienating. The camera is livelier than ever, tracking in and out of the battle scene to capture every bit of action it can. The gauges that represent character readiness that litter the bottom of the screen look foreign to the player; they’re segmented and are composed of numerous skills and abilities that never managed to make up a single turn of play in a Final Fantasy game before. The speed and pace of battles are intense, with only X-2 and XII coming close.
It’s exciting and new, right?
I’m a proponent for visual flair and aesthetic. If something looks cool, it gets points. So XIII gets points for looking cool. It’s the coolest battles have looked in the series to date. Dissecting how the system works, however, reveals how stripped down combat has become.
XIII’s battle system isn’t fundamentally new in any functional way. It’s working on essentially the same Active Time Battle system that Final Fantasy pioneered and has employed since Final Fantasy IV nearly twenty years ago. A major difference from the earliest incarnations of ATB is that multiple actions can occur at once if the various timers operating the battle complete at the same time, though this isn’t new either; this was the case in X-2 and XII.
Moreover (and this is the cardinal sin of the battle system),
all characters in your battle party, save your leader, are controlled by the game. You can decide which role to assign them from moment to moment in battle (Commando, for attacking; Ravager, to accumulate chain bonuses; Sentinel, to protect the party; etc.), but beyond this measure, they are totally and absolutely out of your control. For those familiar with XII’s battle system, this is akin to having your non-leader characters on permanent gambits. The problem is, you have no hand in deciding what their gambits look like. There’s a Commando gambit pool, a Ravager gambit pool, a Saboteur gambit pool, and so on. You tell a character to switch into a pool, and then cross your fingers, hoping the character in question will target the right enemy or ally, and then hoping the character will employ the preferred attacks or abilities, and in the preferred order.
The illusion in XIII is strong; this absence of control is inconsequential to the first 15-20 hours of the game because the artificial intelligence governing the characters either usually makes the right choice, or the consequence for making the wrong choices isn’t strong enough. So what if Shell goes up before Protect? It doesn’t truly matter in Chapter 2, or 5, or 8. It will absolutely begin mattering in the second half of the game. You will begin cursing at your television screen as your buffer evenly casts a series of buffs you don’t need on the entire party, when all you wanted was for your Sentinel to get beefed up first. You will marvel as your Medics manage to top off a character that had less of a health deficit than the other character getting annihilated mere steps away on the battlefield. You will laugh as they waste a turn refreshing unnecessary buffs or over-healing targets instead of waiting for the right conditions to make the most of their abilities. You will grow weary of your Commandos running off to stagger the wrong targets in a pre-emptive strike situation, throwing off the entire flow of your battle, and rendering your early advantage nearly useless.
With proper gambit setup in Final Fantasy XII, none of these things happen. The player is granted true agency in prioritizing targets, abilities and turns. This agency is lost in Final Fantasy XIII, and the true crime is, its missing for absolutely no reason at all.
XIII’s battle system is identical to its immediate predecessor’s battle system but for these differences:
XII’s gambits are player-programmed, player-controlled, player-activated. They are interruptable with player input at any time in battle. They are designed by the player.
XIII’s gambits (or AI routines, if you will) operate independently of the player. You, the player, choose the general role you want a character to play, and then they’re out of your hands. Their positioning is out of your hands (another loss from XII), their timing is out of your hands. Their targets are out of your hands. Their spell priority is out of your hands.Here is the first of two common defenses, and they seem to be great ones at a first glance. Check it out:
“The AI is brilliant. It always does what I want it to do, and does it faster than I ever could.”
As a free-thinking gamer and lover of games, you have a problem to reconcile if you accept and believe that this affirmation is a positive change for game development in general. A game should be played by the player. Final Fantasy has proven as a game series that it can move at an acceptably fast-paced tick and has demonstrated that a player can control his entire party and control them well in the face of truly challenging encounters. The graver problem with the statement above, is not only that the AI commands half or more of your party, when it never has in a main-series Final Fantasy to-date, but that a player might be comfortable with the AI outdoing his or her own abilities, and prefer to have it take over.
Ask yourself this question: In an action game, do you want a block ability to be raised by itself, at just the right moment? If the best response to attack X would be reaction Y, would you be content with having reaction Y happen automatically every time you’re faced with X? Imagine your Kratos blocking enemy attacks automatically. Imagine the Spartan magic descending to save you automatically every time you’re swarmed by enemies. Sure, the results are desirable. You blocked. You defended, you countered.
Or did you? Did you the player command that response?
The thrill of gaming is to play, to respond to a challenge with a strategy, and execute it. It doesn’t matter if that strategy is pre-programmed by the player in advance of battle (see gambits), or if it’s executed by mashing R2 to raise a guard as a blade swings towards your character’s face. The point is, you did it, you the player, and you did it all on your own.
There is a fundamental difference between:
a) instructing a character yourself to act in a certain way under certain conditions, and
b) choosing a paradigm, and having the game dictate which actions to default to.
That’s XIII’s illusion. To the naked eye, Vanille’s going to cast that spell on a low-health target automatically when he or she gets hit. In one system, you told her to. In the other, you never laid out those instructions, and while they may usually be desirable, there are battles where they may not be. You gave the game a higher-level instruction. You brought out a paradigm that included a Medic. You said, “heal”, and the game chose the actions for you. This is the difference between coaching, and playing; between guiding, and aiming; between watching, and interacting.
A player plays XIII on a higher, less interactive level of play. Paradigms guide the flow of battle, and leave you unable to make specific decisions about battle. XIII never leaves you on your own. The paradigms are selected, and your allies are off to do what they will. The character Hope will lay some curative magic at just the right instant on your ailing Sentinel. But did you do that? No. You guided the battle’s general flow, and brought the healer out. He independently cast the spell. He chose the target.
And once again,
it’s a dangerous proposition to consider for gaming if he chose it faster and better than you, the player could have, with gambit or without. Do we truly want our games playing themselves? If the AI in XIII always made the right decision, would the player making the above defense actually let the AI assume control of the leader too if that were possible, and merely resign himself to shifting paradigms? Why bother even playing the game?
The devastating problem in XIII is that this sad circumstance actually becomes reality when a player discovers that the Auto-Battle feature made available to your sole player-controlled leader character is often the best choice for the speediest victory. As with the non-controlled characters in your party, Auto-Battle will usually choose the most appropriate actions for your leader, and choose them faster than you as a player would. It’s certainly possible to ignore the feature and key in your leader’s abilities yourself, but this is akin to shooting yourself in the foot. Like jumping into a pit right away in a Mega Man game to try a level with one reserve attempt instead of two. Like jacking a car with a flat in Grand Theft Auto to impede your own escape from police. Like avoiding the Raccoon Leaf in Super Mario Bros. 3 so as to not give yourself the advantage of flight and an extra attack. Why would any player do this in the face of a game whose speed and intensity encourage you to respond in battle as quickly as possible? Auto-battle becomes the right answer 95% of the time in Final Fantasy XIII, and this is a wildly dangerous development for the playability of future titles in the series.
Once again, there is a fundamental difference between setting up one’s own automated response to battle, and using one pre-fabricated by a game. They play out in similar fashion to the naked eye, but one must realize that the player created and defined one, and is allowing the game to create and define the other.
So what’s the second defense?
“XIII moves too quickly – you wouldn’t be able to handle it if you had to control every character.”
The paramount feature of a game must be player control. The way a player interacts with the game he plays has to be of critical value. Otherwise, it isn’t a game, it’s a fucking film. If a game is designed in such a way that a player experiences a loss of control over what’s happening in order to satisfy some other element of the game’s aesthetic, it’s a poorly designed game. This is a fundamental, basic rule of game design.
Anyone calling themselves a gamer, anyone who’s played games for a good portion of their lives innately realizes this truth about interactive entertainment. Less control, in a series that’s proven for twenty years that it knows how to let you control an entire party, is a step back, and is a disservice to the design formula of the series and the genre. If you’re prepared to sacrifice playability to allow for a prettier, faster moving game, you should put the controller down, and go watch an action movie.
Let’s add one more volatile and brutal element to the battle mix: the death of your leader, is a Game Over for the player. This is arbitrary and nonsensical, unless the current story events require you ensure an important character’s survival for a brief period. It doesn’t work in Final Fantasy XIII, where all enemies in a battle may very suddenly focus fire your leader for no apparent reason (even with a Sentinel out) and destroy her in under 3 seconds, with no solid recourse available to counter it. Even more exciting is a lengthy final boss encounter in which a Death spell can arbitrarily target your leader and end your game with no warning whatsoever. It would be fun and challenging to deal with a sudden and unexpected death in your party mid-battle, but to suddenly be hit by an unavoidable Game Over screen through no fault of your own? Fucking awful.
At the end of the day, it’s fast, it seems to be exciting at times, and it’s eye candy, particularly when some of the more-impressive spell effects go off, which is a touch rare. Ultimately, the system is hollow. It rewards and incentivizes allowing the AI to do its thing, and leaves a player on the sidelines to guide the flow of battle, instead of actively controlling it. The difference is fundamental and powerful.